Army List - Click to Expand
++ Patrol Detachment 0CP (T'au Empire) [69 PL, 1,243pts] ++
+ Configuration +
Detachment Command Cost
Sept Choice: Farsight Enclaves Allied World
+ HQ +
Commander in Crisis Battlesuit [9 PL, 185pts]: 1. Precision of the Hunter, Cyclic Ion Blaster, Cyclic Ion Blaster, Iridium battlesuit, Shield Generator, T'au Flamer, The Be'gel Hunter's Plate, Thermoneutronic Projector, Warlord
. 2x Marker Drone: 2x Markerlight
+ Troops +
Breacher Team [5 PL, 85pts]
. 9x Breacher Fire Warrior: 9x Pulse Blaster, 9x Pulse Pistol
Kroot Carnivores [3 PL, 60pts]
. 10x Kroot: 10x Kroot Rifle, 10x Quill Grenades
+ Elites +
Crisis Battlesuits [10 PL, 182pts]
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'vre: Cyclic Ion Blaster, Plasma Rifle, Shield Generator, Velocity Tracker
. Marker Drone
. Shield Drone
Crisis Battlesuits [21 PL, 346pts]
. Crisis Shas'ui: Cyclic Ion Blaster, Early Warning Override, Missile Pod, Plasma Rifle
. Crisis Shas'ui: Cyclic Ion Blaster, Missile Pod, Plasma Rifle, Shield Generator
. Crisis Shas'ui: Cyclic Ion Blaster, Missile Pod, Plasma Rifle, Shield Generator
. Crisis Shas'ui: Cyclic Ion Blaster, Missile Pod, Plasma Rifle, Shield Generator
. Crisis Shas'vre: Cyclic Ion Blaster, Iridium battlesuit, Missile Pod, Plasma Rifle, Shield Generator, Stimm Injectors
. 3x Shield Drone: 3x Shield Generator
+ Heavy Support +
Riptide Battlesuit [15 PL, 280pts]: 2x Plasma Rifle, Counterfire Defence System, Early Warning Override, Ion Accelerator, Velocity Tracker
. 2x Shielded Missile Drone: 2x Missile Pod, 2x Shield Generator
+ Dedicated Transport +
Devilfish [6 PL, 105pts]: 2x Smart Missile System
++ Patrol Detachment -2CP (T'au Empire) [45 PL, 757pts, 6CP] ++
+ Configuration +
Sept Choice: Farsight Enclaves Allied World
+ Stratagems +
Stratagem: Emergency Dispensation [-2CP]: 2x Additional Relics
+ HQ +
Commander in Coldstar Battlesuit [8 PL, 165pts, -1CP]: 6. Exemplar of the Mont'ka, Burst Cannon, DW-02 Advanced Burst Cannon, High-output Burst Cannon, Plasma Rifle, Plasma Rifle, Solid-image Projection Unit, Stratagem: Promising Pupil
Ethereal [5 PL, 85pts, -1CP]: 2. Sense of Stone, 4. Through Boldness, Victory, 6. Wisdom of the Guides, Hover Drone, Stratagem: Promising Pupil, The Humble Stave
. 2x Marker Drone: 2x Markerlight
+ Troops +
Breacher Team [5 PL, 85pts]
. 9x Breacher Fire Warrior: 9x Pulse Blaster, 9x Pulse Pistol
+ Elites +
Crisis Battlesuits [10 PL, 147pts]
. Crisis Shas'ui: Airbursting Fragmentation Projector, Airbursting Fragmentation Projector, Multi-tracker, Target Lock
. Crisis Shas'ui: Airbursting Fragmentation Projector, Airbursting Fragmentation Projector, Multi-tracker, Target Lock
. Crisis Shas'vre: Airbursting Fragmentation Projector, Airbursting Fragmentation Projector, Multi-tracker, Target Lock
. Shield Drone
Stealth Battlesuits [9 PL, 122pts]
. Marker Drone
. Shield Drone
. 3x Stealth Shas'ui w/ Burst Cannon: 3x Burst Cannon
. Stealth Shas'vre: Burst Cannon
+ Fast Attack +
Kroot Hounds [1 PL, 24pts]
. 4x Kroot Hound: 4x Ripping Fangs
Kroot Hounds [1 PL, 24pts]
. 4x Kroot Hound: 4x Ripping Fangs
+ Dedicated Transport +
Devilfish [6 PL, 105pts]: 2x Smart Missile System
++ Total: [114 PL, 2,000pts, 6CP] ++
Army List - Click to Expand
++ Battalion Detachment 0CP (Imperium - Adeptus Custodes) [98 PL, 1,995pts, 9CP] ++
+ Configuration +
Detachment Type / Shield Host: Adeptus Custodes, Emperor's Chosen
+ Stratagems +
Stratagem: Open the Vaults [-1CP]: Additional Relics
+ Agents of the Imperium +
Eversor Assassin [5 PL, 100pts]
+ HQ +
Shield-Captain in Allarus Terminator Armor [7 PL, 125pts, -2CP]: 3. Superior Creation, 5. Radiant Mantle, Castellan Axe, Misericordia, Praetorian Plate, Stratagem: The Emperor's Heroes, Stratagem: Victor of the Blood Games, Unstoppable Destroyer
Trajann Valoris [8 PL, 160pts, 1CP]
+ Troops +
Custodian Guard Squad [7 PL, 145pts]
. Custodian w/ Guardian Spear & Misericordia
. 2x Custodian w/ Sentinel Blade & Praesidium Shield: 2x Praesidium Shield, 2x Sentinel Blade
Custodian Guard Squad [7 PL, 145pts]
. Custodian w/ Guardian Spear & Misericordia
. 2x Custodian w/ Sentinel Blade & Praesidium Shield: 2x Praesidium Shield, 2x Sentinel Blade
Prosecutors [3 PL, 60pts]: Prosecutor Sister Superior
. 4x Prosecutor: 4x Boltgun
+ Elites +
Allarus Custodians [9 PL, 180pts]
. 3x Allarus w/ Castellan Axe & Misericordia: 3x Balistus Grenade Launcher, 3x Castellan Axe, 3x Misericordia
Allarus Custodians [3 PL, 60pts]
. Allarus w/ Castellan Axe & Misericordia
Custodian Wardens [7 PL, 150pts]
. 3x Warden w/ Castellan Axe & Misericordia: 3x Castellan Axe, 3x Misericordia
Vexilus Praetor [6 PL, 105pts, -1CP]: 4. Impregnable Mind, Castellan Axe, Castellan's Mark, Stratagem: The Emperor's Heroes, Vexilla Magnifica
+ Fast Attack +
Vertus Praetors [12 PL, 255pts]
. 3x Praetor w/ Salvo Launcher & Misericordia: 3x Interceptor Lance, 3x Misericordia, 3x Salvo Launcher
Vertus Praetors [12 PL, 255pts]
. 3x Praetor w/ Salvo Launcher & Misericordia: 3x Interceptor Lance, 3x Misericordia, 3x Salvo Launcher
Vertus Praetors [12 PL, 255pts]
. 3x Praetor w/ Salvo Launcher & Misericordia: 3x Interceptor Lance, 3x Misericordia, 3x Salvo Launcher
++ Total: [98 PL, 1,995pts, 9CP] ++
Thoughts
Another Tau vs. Custodes game, and another one where one factor in particular seems to really tell against the Tau, which is only having a single Crisis team specced for durability. On a mission like Data Scry Salvage that's a pretty big problem - the Riptide can maybe back-fill a little, as it's tricky to put down in one go, but it's also only three models so can easily have an objective flipped off it by the bikes. Worse on that front, the Custodes actually have quite a few things they can send boldly onto objectives here - they've got two units of Guard with Shields that can shrug off the air frags and SMS, and the Allarus unit can split up to cover more ground in a pinch, all in all far more objective grabbing units than you might expect. All the Custodes toys (Eversor included) are quite likely to win a punchup on an objective as well, and there's a real risk for the Tau that their various chaff just becomes a scoring liability on Grind or whatever.
I feel like here that means the Tau need to play a much more cautious game than they'd naturally like to. The big prize as I see it would be to pull the Custodes into a position where you can bait out Auspice with one of the big units then use Breachers with Breach and Clear to pick up one of the infantry squads, actually converting them into real value and then maybe leaving the Custodes a bit thin on the ground. You'd definitely rather have your points in another hardcore Crisis deathstar here, but absent that you need to find a way to make sure the utility units in the list aren't just a pure liability, and a well timed post-move disembark into a big play on a flank on turn two or three feels like the most likely route to that, hopefully followed up by making up ground on scoring via the mission primary. The big risk even with that is that an even faintly underwhelming attempt is going to allow the Custodes to absolutely tank the Tau's Primary score well into the mid game, and that factor in general here makes the battle uphill for them - this just is not the mission to be trying to play into a three Bike unit Custodes list. The result shows that the Tau made an actual credible attempt here - when a game goes badly south on Data Scry you tend to get some extremely low scores for the loser, and 67 is pretty respectable to the point where I could believe they'd actually ended up ahead on material by the late game and started to pull some points back - but the Custodes had enough points to take the win.
Result
Adeptus Custodes Victory - 83-67
Zachary Prinsloo - 1st Place
Custodian Guards. Credit: Pendulin
The List
See Showdown.
Archetype
Emperor's Chosen Goodstuff
Why it's Interesting in 9th
The main notable here is that this build looks especially well adapted for the missions that want you to go wide, as the Showdown appears to have borne out. An Eversor is an interesting choice for an Assassin (I've always been a Calidus fan myself) but is another thing like the Caladius tank that's suddenly in more of a target rich environment with the advent of Aeldari, because tearing up fragile elite infantry is what these are best at. Beyond that, it's very effective business as usual, and congratulations to Zachery on steering it to the win.
The Rest of the Best
The next few placings had a mix of scores as there appear to have been more draws than normal at this event. However, covering down to fourth ticks off most of what we need here - two more players on 4-1 or better, and Jordan on 3.5-1.5 after getting paired up in the final.
- 2nd - Billy Backhurst - Harlequins: Dark Saedath getting a runaround here, sporting three big foot Troupes and three units in boats all backed up by an eye-watering eight Voidweavers shielded by a Mirror Architect Shadowseer and then a Troupe Master and Solitaire specced for melee murder.
- 3rd - Michael McEachern - Tau: Tau Sept goodstuff with Longstrike, Shadowsun and a big unit each of Broadsides and Crisis Suits.
- 4th - Jordan Hovey - Tau: See Showdown.
What I Did On My Weekend - Craftworld Thoughts
Credit: Robert "TheChirurgeon" Jones
The times when most of what I wrote for this website were fortnightly updates on my Aeldari exploits are long past, but since the new book has landed and I got to take it out for a spin at the weekend, we're having a very brief taste of that once more, as a treat.
I haven't had time to do much painting since the book arrived (see above re: Elden Ring), and I also wanted to try something pretty "normal" to get a feel for how the book played out in the real world before going too far down the rabbit hole of weird and wonderful builds. One of the highlights of the new book for me is that Biel-Tan (which all my stuff is painted as) looks pretty cool, and with that in mind, and a long history of playing Mechdar in 8th, this is what I threw together from my collection:
Army List - Click to Expand
== Battalion Detachment == Asuryani, Biel-Tan [ 111PL, 1999pts] -3CP
HQ: Farseer Skyrunner (120), Warlord, Spirit Stones of Anath’lan, Seer of the Shifting Vector, Guide, Doom, Will of Asuryan [6PL] 120pts
HQ: Autarch Skyrunner (100), Laser Lance, Sunstorm (1CP), Fate’s Messenger (1CP) [5PL, -2CP] 100pts
TR: 5 Rangers (65), Wireweave Net (5) [4PL] 70pts
TR: 5 Rangers (65) [4PL] 65pts
TR: 10 Guardian Defenders (90) [4PL] 90pts
EL: 10 Dire Avengers (120), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 120pts
EL: 6 Dire Avengers (72), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 72pts
EL: 6 Dire Avengers (72), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 72pts
EL: 5 Striking Scorpions (85), Exarch, Biting Blade (5), Crushing Blow (15) [5PL] 105pts
EL: 5 Howling Banshees (90), Exarch, Executioner (5), Piercing Strikes (15) [5PL] 110pts
EL: Warlock Skyrunner (60), No Force Slot, Protect/Jinx [3PL] 60pts
FA: 4 Shining Spears (140), Exarch, Shuriken Cannon, Khaine’s Lance (0.5CP) [10PL, 0.5CP] 140pts
FA: 5 Warp Spiders (100), Exarch, Powerblades (10), Additional Death Spinner (0), Surprise Assault (15), Spider’s Bite (0.5CP) [6PL, 0.5CP] 125pts
HS: Falcon (140), 2 Shuriken Cannons (10) [9PL] 150pts
HS: Night Spinner (140) [8PL] 140pts
HS: Night Spinner (140) [8PL] 140pts
DT: Wave Serpent (140), Twin Bright Lance (20) [8PL] 160pts
DT: Wave Serpent (140), Twin Bright Lance (20) [8PL] 160pts
ARMY REINFORCEMENT POINTS: 1
ARMY REINFORCEMENT FACTION: NONE
STRATAGEMS USED: Champion of the Aeldari x1, Treasures of the Aeldari x1, Relics of the Shrines x1
The basic plan here is to pressure the opponent, bait them into having to commit units to fight back, then annihilate them out of deep strike. The big Dire Avenger unit went into Webway Strike every game, and the Warp Spiders and a Falcon full of Avengers usually joined them (with the exception of one Tau game where the Banshees went in it). Classic Aeldari counterattack play.
The event I went to was War of the Dark Prince hosted by Twisted Dice, and it went pretty well for me - I ended up 5-1 and in third place, behind Tau and Harlequins in first and second (both also on 5-1). I played against:
- Round 1 - Death Guard: A fairly low-to-the ground build designed to still allow the Plagueburst Crawlers to be the TTL targets (though that secondary wasn't used in the game). I started very strong, but got a bit overconfident and made a couple of mistakes, and my opponent was able to capitalise with a well-executed pushback, coming within a hair of taking the game back, but it still ended with an 85-84 Victory. Really enjoyable start to the weekend, and educational about how reslient the army is once you've really committed (i.e. not very).
- Round 2 - Tyranids: Crusher Stampede with a Hierophant. Here I was able to use my much higher unit count to work around Crusher's monsters, and Doom plus a massive amount of shots to take down the big beasty over a few turns. 94-53 Victory.
- Round 3 - Orks: Buggy-heavy Blood Axes. This was a game where we both really wanted first turn and I got it, allowing me to do a lot of damage out the gate while also rolling up his infiltrators, a huge swing on Data Scry Salvage. I was able to sustain the momentum and mostly take the Orks off the table, though the Deffkilla Trike and some surviving buggies got to take out a moderate number of my units on one flank, but he was never able to meaningfully start scoring. 97-24 Victory.
- Round 4 - Tau: Borkan with two units of Broadsides and a Hammerhead. I went second against this on Abandoned Sanctuaries and got hit hard - not hard enough that I was totally out of it, but definitely painful. Unfortunately, my first turn counterattack whiffed a bit, and on his second turn he was able to just strip away all the LoSir protection around my Farseer then smart missile him to death, meaning that although he was pretty boxed up at that point, the game was over - my deep strikers couldn't do enough damage to keep me on the board without buffs. 36-95 Loss.
- Round 5 - Tau: Borkan again, but with a loadout that my list was a bit better tooled to deal with, and I got first turn. While the actual damage I did out the gate wasn't spectacular, I was able to tie up one of his Crisis Teams and hinder his mobility significantly, meaning that he was enough on the back foot when my big swings came in turn two for me to keep him boxed up. He did do some serious damage back, and was able to stay on the board till the end while killing a significant number of my units, but because I'd stripped out most of his mobile units early on, pulling back on scoring was never possible. 95-49 Victory.
- Round 6 - Craftworlds: A Wraithknight and some Ulthwe buddies. While I am, obviously, obliged to admire the use of such a majestic construct, his list wasn't able to meaningfully deal with the fact that I had transports to stage a counterattack from or soak firepower, and didn't have enough screening to block my deep strikers, so I was able to gradually roll the army up. 89-55 Victory.
Credit: Robert "TheChirurgeon" Jones
My takeaways from playing with the list were as follows:
The Good
- Strands of Fate absolutely rules. Not surprising, but just how potent it is on the table (except when you don't roll 6s - don't do that) really takes some getting used do. It was notable that it became particularly good when the opponent's number of threats started low or I was able to declaw some, which makes sense - if they only have a few big punches to throw then being able to pull a clutch save against one of them, or guarantee a big hit, was amazing.
- Biel Tan felt good. You could definitely try the same list as Ulthwe for an invuln on more of the tanks, but with Strands as a factor the hit re-rolls on the tanks are better than wounds would be - it reliably gets you to a place where you could spend a five from strands, and when you do there's less variance still in play afterwards. The Spirit Stone of Anath'lan is also amazing, as Will of Asuryan definitely isn't a power you need to cast every turn but definitely was clutch at the points where I needed it (and I would have lost the Death Guard game without being able to fall back on it when things went a bit south). Wrath of the Shrines was also consistently excellent, especially on...
- The Warp Spiders. Good lord. You will prise this unit out of my cold, dead hands. Did they frequently die after doing their job? Yes. Were they still worth it? Absolutely - that amount of damage from Deep Strike in a fairly tiny footprint is unbelievably good, and was very much what let me put the boot in and take the lead on several occasions.
- Falcon with 6 Dire Avengers in it was an exceptional utility unit, essentially guaranteeing a quarter for RND while giving some huge flexibility to either turn on the gas or play cautiously as needed. The option to stick the Banshees in for the Tau game if they have a mobile Crisis unit is also very relevant.
- The Sunstorm Autarch ruled, and Fate's Messenger substantially overperformed my rough expectations in that context. The combination of that, Strands as the Autarch's ability to let you CP re-roll twice a phase means that if the opponent undercommits to taking him out even slightly, they suddenly find they've swung and missed and left you in control of a critical objective. Strong recommend here.
- Lance Wave Serpents were definitely worth it - they mess up To the Last but this list isn't really playing for that anyway, and I don't think losing them to aim at that would have been a good trade.
- Banshees are very useful.
The OK
- Scorpions were fine, but maybe a bit less good than I expected. The Exarch's damage is wild, but not game ending, and I did find having them in the army committed me to Phantasm sometimes more than I'd like.
- The Guardian Defenders were OK. I didn't love having them, but they weren't totally horrible either.
- Battle Focus was merely kind of OK? It did give me some guaranteed reach to get to objectives a few times, which is a perfectly fine thing for an ability to do, but it does feel like you need to lean into specific units to get the most out of it.
- The Night Spinners were a solid B+, and I think in this meta you need at least one, but they definitely weren't suddenly the best unit ever or anything.
The Bad
- The Shining Spears sucked, and were easily the weakest link in my army. Breaks my heart, but it's true - this metagame is just absurdly hostile to them. Three runner games against armies where they're pushed to D1, followed by two where they died before they could get anywhere meaningful - not great.
Taking all that together, the list feels like it has real legs - given it wasn't hyper-tuned it felt substantially more powerful and effective on the tabletop than I'd been expecting, and I'm keen for round two. Based on my games and some results from elsewhere, this is what I'm planning for the next outing:
Army List - Click to Expand
== Battalion Detachment == Asuryani, Biel-Tan [ 109PL, 1999pts] -3CP
HQ: Farseer Skyrunner (120), Warlord, Spirit Stones of Anath’lan, Seer of the Shifting Vector, Guide, Doom, Will of Asuryan [6PL] 120pts
HQ: Autarch Skyrunner (100), Laser Lance, Sunstorm (1CP), Fate’s Messenger (1CP) [5PL, -2CP] 100pts
HQ: Baharroth [7PL, 140pts]
TR: 5 Rangers (65), Wireweave Net (5) [4PL] 70pts
TR: 5 Rangers (65) [4PL] 65pts
TR: 10 Guardian Defenders (90) [4PL] 90pts
EL: 10 Dire Avengers (120), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 120pts
EL: 6 Dire Avengers (72), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 72pts
EL: 6 Dire Avengers (72), Exarch, Extra Avenger Shuriken Catapult (0) [6PL] 72pts
EL: 5 Howling Banshees (90), Exarch, Mirrorswords (0), Nerve-shredding Shriek (10), Cronescream (0.5CP) [5PL] 100pts
EL: 5 Howling Banshees (90), Exarch, Mirrorswords (0), Piercing Strikes (15) [5PL] 105pts
EL: Warlock Skyrunner (60), No Force Slot, Protect/Jinx [3PL] 60pts
FA: 5 Warp Spiders (100), Exarch, Powerblades (10), Additional Death Spinner (0), Surprise Assault (15), Spider’s Bite (0.5CP) [6PL, 0.5CP] 125pts
HS: Falcon (140), 2 Shuriken Cannons (10) [9PL] 150pts
HS: Falcon (140), 2 Shuriken Cannons (10) [9PL] 150pts
HS: Night Spinner (140) [8PL] 140pts
DT: Wave Serpent (140), Twin Bright Lance (20) [8PL] 160pts
DT: Wave Serpent (140), Twin Bright Lance (20) [8PL] 160pts
ARMY REINFORCEMENT POINTS: 1
ARMY REINFORCEMENT FACTION: NONE
STRATAGEMS USED: Champion of the Aeldari x1, Treasures of the Aeldari x1, Relics of the Shrines x1
My big takeaway is that a second Falcon would have helped hugely in the first Tau game, and since that's almost certainly the toughest matchup that's something to value very highly. With a second Falcon around I think dropping the Scorpions makes sense - Banshees are a pretty versatile threat and specifically threaten aforesaid Tau players as a counterpunch, so a second unit comes in. I want Mirrorswords on both (not having the model yet was the only reason I didn't have them this time), and to make sure the second unit has a bit of extra punch without Piercing Strikes I'll double stack some mortals with Cronescream and Nerve-Shredding Shriek (the latter of which you also want just for the better statline). Spider's Bite stays as the second Aspect Relic - it only came up once across my games on the weekend, but that once was a Spider Exarch putting my opponent's Warlord in the bin, so I'm willing to give it a second outing when I want Cronescream as well.
Credit: Greg Narro
The other notable change is bringing in Baharroth instead of the Spears. The main thing I got out of them was being able to chuck them onto an objective and sit there soaking up firepower, and Baharroth is even better at that, while also bringing back some of the attrition firepower that losing a Night Spinner gives. Tau being unable to Smart Missile him off a point in a single turn looks like a huge deal from where I'm sitting, and he seems just generally good. I also like that he can Raise the Banners High - I had a couple of games where I wanted to consider that Secondary, but felt I couldn't justify it in the face of enemy indirect fire. Baharroth helps with all of this stuff, and is just generally another great tricky model you can play around with, so he gets the nod for the next outing. I will, of course, report back from field testing.
Wrap Up
That's it for another week, and it looks like we'll have plenty more to talk about next time, with a good scattering of GTs across the globe to cover. That'll give us the buildup for the absolute blowout weekend that falls on the 26th/27th where we'll have supermajors on both sides of the pond, with the Manchester UKTC event over here and Adepticon in the states. Lots to look forward to, so see you in the next few editions. Comments, questions and suggestions to contact@goonhammer.com.