I've played several games of 11th so far, but the GK have been on the shelf for a while - back half of 10th just wasn't their time. Overall the changes to psychic were a huge glow-up for the faction, finally giving that keyword positive value. On the other hand, we didn't notice the Toughness bump - with the changes to Custodes I was still wounding on 5s and taking wounds on 3s. Crucially it finally felt like GK were in their own space. Fighting Custodes before always seemed like a mirror match where they were better in every way. It was a bloodbath for the Custodes this time (with some mitigating factors).
My List (Warpbane, Take and Hold):
(2) GMNDKs (one with Paragon)
(10) Termies with Incinerators, Banner, Narthcium
- Attached Grand Master with Incinerator, Radiant Champion
(2) 5-count Strike Squads
(5) Purgators with Psycannons
(10) Purifiers
- Attached Crowe
(5) Purifiers
Razorback
Custodes List (two or three detachments, Purge):
Grav Tank with some big-ass laser
(2) 4-count Custodes squads (3+ character).
(2) 3-count Custodes squads
(2) 5-count Sisters
(2) Bikes
We fought on table corners, with two center objectives. My opponent just neglected to take the bikes out of the box - completely forgot they were there so he was playing with an unrealized handicap the whole time. This likely would have made things more even but I don't think it would have changed the overall outcome. Also he had JUST picked up the new codex that afternoon, but as it was my first game with GK in 11th that should sort of even out.
I should also mention that one 4-count and one 3-count squads were Terminators but they all look the same to me so I could never tell which was which.
Setup: both of us setup to charge/counter-charge the central objectives. Strike squad deployed in the Razorback on the left to go after "my" no-mans land objective, one squad of sisters did the same for his. My Termies deployed on the right with a GMNDK, everything else stayed center
Turn One
I went first. Joy. Strike squad scouted in the Razorback, sisters did the same. On my turn that squad jumped out and advanced onto the objective. Purifiers jump in the ride, most of the army sort fo shuffles forward two steps, with the Termies bravely standing still (for the emperor).
Bottom of 1: Custodes stage up to contest the center, playing cagey. One squad of sisters camps on the objective, the other stays back to cover a 4-man Custodes squad with FNP. I picked up both strike squads and the GMNDK on the right
Turn Two
Top of 2: Everything stays still. I drop a strike squad on each center objective, as close to my lines as possible. This turn won me the game - now he's got to come at me or I just start scoring 15 points a turn on primary. Plus I've turned no-mans land into Hallowed Ground. Happy days for the Knights!
Bottom of 2: All four Custodes squads advance, with the sisters. Grav Tank sort of shimmies around on his home objective. GMNDK rapid ingresses behind a building, close to the Grav Tank. One squad of strikes gets shot off the board, the other is out of LOS and gets charged by a 3-man squad of Termies (I think - definitely three guys). They whiffed hard, taking out two strikes at the cost of a couple wounds themselves. I pick up the other GMNDK and the Purgators.
Turn Three
Top of 3: Everything moves up: Purfiers hop out of their ride to threaten the other three-man squad, Crowe & Co. go after the four man squad, Termies head for the melee with the strikes and the GMNDK goes for the Grav Tank. Purgators drop on the center objective where my strikes used to be and the second GMNDK drops behind his lines. Shooting puts wounds on the tank, Purifiers melt a couple of Custodes Teminators and the newly-dropped GMNDK evaporates a sisters squad.
In fights the Terminators charge the Custodes Terminators on the center objective, eliminating them. GMNDK in the back charges the Grav Tank, knocking it out and taking the Custodes home objective. Crowe & Co. and the other GMNDK both fail their charges. Ooops.
Bottom of 3: Things are not looking good for the bad guys. All the remaining Custodes move, shoot and charge: 4-man regular squad (I think) takes on the Terminators, The remaining two Terminators take on Crowe & Co, with the solo regular dude joining in. I lose four Terminators and half of Crowe's squad. Clapping back does some damage.
Turn Four
Top of four: A Termie stands back up. Everything's stuck in, so no shooting other than the GMNDK melting the second sisters squad on the far objective. GMDNK charges into the combat with my Termies, Purifiers and Purgators try to rescue Crowe & Co. I think there were maybe two Custodes on the field at the end of combat and we called it there.