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Warhammer 40,000/8th Edition Tactics/Adeptus Custodes
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===Psychic/Anti-Psychic Support=== If you find yourself facing a psychic-heavy army (Craftworlds, Thousand Sons, Daemons, etc) you will want to invest in some ways to supplement the built-in 6+++ Custodes have in against psychic mortal wounds (unless you take a sadistic pleasure in watching your guys die). You're either going to want to pick up some allied psykers yourself or find ways to negate the abilities of your enemy. Here are some strategies: *'''Inquisitor-Lord Hector Rex:''' For a mere 100 points a 2-known, 2-cast, and 3-deny (with a +1 to his deny rolls) psyker; if that is not enough you can spend 1CP to give him +1 known, +1 cast, and +1 deny. Did I mention that he is 2+/3++, '''DEADLY''' against demons, and can teleport strike? His powers should be '''Mental Interrogation''' to generate CP, '''Terrify''' to bypass overwatch and '''Dominate'''/'''Castigation'''. A bargain at 100 points and 1CP, definitely your best choice. *'''Supreme Command of AM Primaris Psykers''': For only 138 points, you can bring a supreme command detachment of Astra Militarum Primaris Psykers. At the VERY least, this nets you 3 smites, 3 Denies (for the psychic defense we're talking about), and 1CP to boot. This is a good option for players that prefer to run Custodes as close to pure as possible, but are worried about the 4-5 psykers and tonnes of mortal wounds that their friend is likely bringing to face them on the weekend. Run these guys up behind whichever footslogging Custodes you're bringing to keep the Psykers safe while covering the Custodes with Smites and Denies. **In terms of psychic powers to choose from, at first it seems bleak since 4 out of the 6 options are buffs for other AM units. The only two possible options turn out to be more useful than they first appear. '''Terrifying Visions''' goes off on a 7 and debuffs an enemy unit within 18" for -2 Ld. While not amazing, this could be incredibly useful if the Custodes squad in front of your psyker is about to chop an enemy unit to bits and you want that extra insurance that any survivors will flee to morale. The second choice is '''Psychic Maelstrom''' which also goes off on a 7 and allows you to mortal-wound a target on progressively harder D6 rolls until you fail one. 2+ (1 MW), 3+ (1 MW), 4+ (1 MW), etc. While this won't go off as easily or wound as reliably as smite, it does have the benefit of allowing you to '''target''' an enemy unit within 18" instead of having to select the closest. This can allow you to microwave an enemy character's brain that your opponent thought he had protected behind a bubblewrap. It may not always kill the character depending on their stats, but many 3 or even 4 wound characters will be sweating as you roll those dice; ESPECIALLY if they've already lost a wound or two earlier in the game. Then whatever support aura they were supplying to their units is gone and your Custodes friends can get stuck in with even less worry. If neither of these powers applies to the current turn, just smite away! Remember, you took these 3 guys for the Denies and the CP. *'''Sisters of Silence:''' Exactly what it sounds like, get Sisters of Silence, put them in front of your Custodes, and most of your Smite Spam problem will be solved. The fluffiest option of the lot and they don't even need to pass a DtW test to stop powers from being used. *'''AdMech- Graia:''' A somewhat under-appreciated version of the Rusty 17, the Graia stratagem lets you stop a psychic power on a 4+, giving you a 75% (with a reroll) chance of auto denying any power of your choice. For only 1 CP per turn, this can do wonders against that Warptiming Magnus or stopping that Doom going off against your Telemon.
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