Adeptus Titanicus/Tactics: Difference between revisions

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==Cerastus Knight Banner (2-4 Knights)==
==Cerastus Knight Banner (2-4 Knights)==
*These are bigger, faster and slightly tougher than their smaller brethren, the Questoris Knights. With a 12" move, one extra structure point and an easier time passing orders, these are an extra layer of threat in addition to Questoris Knights.


===Variants===
===Variants===
*Cerastus Knight Castigator
 
**Castigator Bolt Cannon
*'''Cerastus Knight Castigator'''
**'''Castigator Bolt Cannon''' - Akin to the Avenger Gatling Cannon, it is of little real use unless getting up close in the side or rear arc of an opposing titan
**Tempest Warblade
**Tempest Warblade
*Cerastus Knight Acheron
*Cerastus Knight Acheron
**Acheron Pattern Flame Cannon
**Acheron Pattern Flame Cannon
**Reaper Chainfist
**Reaper Chainfist
*Cerastus Knight Lancer
 
**Cerastus Shock Lance
*'''Cerastus Knight Lancer'''
**Ion Gauntlet Shield
**'''Cerastus Shock Lance''' - A nasty CC weapon on a small and nimble chassis, hitting at S8 with two attacks this can hurt titans and other knights in no time. Coupled with the Ion Gauntlet Shield, you've got a pain in the backside.
**'''Ion Gauntlet Shield''' - This provides a +1 to all ion shield saves as long as there is at least one in the unit. Definitely take a Lancer, if not for their shock lance, at least for the shield. It's worth noting that the WH Community article is incorrect in its statement that this always confers a 6+, it does not. If the shield save is '-' it confers no benefit. Expect maximal plasma, melta and volcano weapons to hurt like a truck.


=Tactics=
=Tactics=

Revision as of 18:13, 5 December 2018

This is the Tactica page for the Adeptus Titanicus specialist game, for rules for playing with Titans in 40k click here.

The Rules

Maniples

Axiom Battleline Maniple

  • Minimum: 1 Warlord, 1 Reaver, 1 Warhound
  • Optional: 1 Reaver, 1 Warhound
    • Might of the Omnissiah: If a TItan in the maniple fails its command check, the others may still make command checks.

Myrmidion Heavy Maniple

  • Minimum: 2 Warlords, 1 Reaver
  • Optional: 1 Warlord, 1 Reaver
    • Overwhelming firepower: when issuing first fire or split fire orders the command check is always passed with 2+. Kinda meh, but the cheapest way to expand from the Grand Master starter set and get into matched play.

Venator Light Maniple

  • Minimum: 1 Reaver, 2 Warhounds
  • Optional: 2 Warhounds
    • Opportunistic Strike: If an enemy Titan's shields are collapsed by the Warhounds in the Maniple, the Reaver gets a free shot at the enemy Titan. Take Apocalypse missles and laugh as your reaver can potshot anything. Combine with warhounds with Vulcan mega-bolters to pop shields across the boards and unleash hell with your reaver. Taking full advantage of this rule by equipping the warhounds with shield busting weapons seem compelling, but don't rely on it too much. A single Reaver Titan will die quickly to concentrated enemy fire.

Titan Legions

Loyalist

Legio Gryphonicus

  • Legion Special Rules
    • Lust for Glory: At the beginning of a game, the Gryphonicus player may nominate a target, and a Titan claiming that target. Said Titan may re-roll 1s to-hit when attacking their claimed target, and add 1 to the results of any armour rolls. However, it will lose those bonuses if anyone else attacks the claimed target.
    • Mainstay of the Titan Legion: May replace a single Warhound or Warlord in a Maniple with a Reaver.
  • Legion Specific Wargear
    • Enhanced Auspex Relays: A Warhound may be given enhanced Auspex Relays for +10 points. Any targets within 12" of one of these Warhounds may be pre-measured by a Titan targeting them.
    • Gravatus Plating: A Reaver Titan replacing a Warlord may be upgraded with Gravatus Plating, reducing speed and manoeuvres by 1 but upping its leg and body armour by 1 as well.
    • Motive Sub-reactors: For +25 points, a Reaver replacing a Warhound can boost its speed and maneuver without pushing its reactor, but if it takes a critical hit to the legs, its reactor level is increased by 1.

Legio Astorum

Legio Atarus

Traitor

Legio Tempestus

  • Legion Special Rules
    • Glory in Death: When a Tempestus Titan suffers catastrophic damage, make a command check If passed, the Titan can immediately attack with one of its weapons.
    • Fury of the Machine: A Tempestus Titan may re-roll any results of 1, 2 or 3 on the Awakened Machine Spirit rule.
  • Legion Specific Strategem
    • Combat Drop: A Titan with a scale of 6 or less (i.e. Warhounds) can be deep-striked onto the battlefield.
  • Legion Specific Wargear
    • Chasmata Pattern Laser Destructors: Adds 3" to short range and 6" to long-range on Tempestus Laser Blasters and Turbo Laser Destructors for the price of 5 points/dice of the weapons you increase the range of. Incredibly useful

Legio Fureans

Legio Mortis

Unit Analysis

Titans

Warhound Scout Titan

Weapons

  • Arm Weapons
    • Turbo Laser Destructor
    • Vulcan Mega-Bolter: A brilliant weapon for collapsing void shields, a single one isn't amazing, especially when combating heavier titans. Two however is particularly horrifying.
    • Plasma Blastgun: Arguably the most practical weapon for harming opposing titans, with two shots and being able to boost itself to S10 (with a risk to its reactors) it has a very good chance of cracking Warlords. All the more so when behind them. It is a blast weapon though, so prepare for scatter
    • Inferno Gun

Squadrons

Warhounds have incredible benefits due to their being able to be grouped into squadrons of up to three

  • Deployment: Squadrons are deployed together as one unit - so three Warhounds can be deployed simultaneously as opposed to a single Warlord for example
  • Activating Squadrons: Squadrons are activated as one unit in each phase, when moving, all members of squadron must move simultaneously, shoot simultaneously and so on. They cannot be activated individually however
  • Orders: An order issued to one member can be applied to all members - or not, as you choose. You can issue orders individually if you so choose
  • Coordinated strikes: Squadrons can also declare they are conducting a coordinated strike - improving armour rolls. Most practical if a titans void shields are not relevant
  • Void Shields
    • Void shield shenanigans in squadrons can massively improve their staying power
    • If a squadron of three is in base contact, hits can be fielded onto any of the members void shields using the best save in the group - equally, failed saves may be forced onto any member of your choosing. Effectively, Warhounds can maintain their 3+ void shield for extended periods making them surprisingly resilient, to collapse their shields, all three must be collapsed. Or, base contact must be broken
    • Equally, this can play into mobility. Their move may be boosted using their void shield instead of the reactor, whilst maintaining the save on one Warhound and passing this save onto the others

Reaver Battle Titan

Weapons

  • Arm Weapons
    • Reaver Titan Power Fist This can be a pretty funny weapon, it has a good strength (9) with 2 attacks at +1 and being concussive, you can start slapping titans left and right and pushing them backwards with it. Don't forget, melee weapons can make targeted attacks with no negative modifiers!
    • Reaver Titan Chainfist While possessing 'only' a strength 8 when compared to the fist, it has an extra attack (for a total of 3), hits on a +2 instead of +1 and has rending. This thing hurts when it gets into close combat. Mounting two on a Reaver is a serious threat and will draw a mass of fire. Charge this at 9" for an extra three attacks on top!
    • Laser Blaster While having a good strength (8) and 3 shots, it does suffer a -1 to hit at long range making it somewhat difficult to use when negatives to hit start stacking. Despite this, it can make use of shieldbane if pushing its reactor. This can aide it in dropping shields from their 3+ position or collapsing them entirely. Definitely a weapon to consider, especially if using Legio Tempestus with Chasmata Pattern.
    • Volcano Cannon To all intents and purposes, this is a mini Belicosa, the only real differences are its lower strength (10) and small blast as opposed to large. If running a light maniple, this can open up your options when making a free attack. But beware of the drain on the weapon when doing so.
    • Melta Cannon This is a horrific weapon when in short range owing to its high strength and fusion trait. It has greater damage potential as a result of this.
    • Gatling Blaster
  • Carapace Weapons: Unlike the Warlord, the Reaver's carapace weapons have a 360° arc
    • Apocalypse Missile Launcher: Its great arc and the long range (120") makes this the ideal weapon to weaken the enemy void shields while moving into position, but its comparatively low number of shots mean it won't destroy shields on its own.
    • Turbo Laser Destructor: The carapace weapon with the highest strength value (8), only 2 shots mean its the most effective against Titans that have already lost their shields. Can also be used to strip shields when needed, as it gets shieldbane when pushing the reactor.
    • Vulcan Mega-Bolter:

Warlord Battle Titan

Weapons

  • Arm Weapons
    • Arioch Titan Power Claw: While a seemingly odd choice of weapon, this hits like a Belicosa and has a +2 to hit bringing it into usable territory for the Warlord. Having this and another weapon which does not have draining can enable you to use your reactors to boost your movement instead. It can also be useful as a deterrent to Knights and Warhounds which may try to get up close and personal. Charge your enemy with a Warlord armed with a pair of these just to see the horror on their face.
    • Belicosa Volcano Cannon: The real workhorse of the titan legions. Stands a good chance of wiping out a group of 3 knights in a single shot; 2 will make it almost certain. Don't waste it on void shields though - it's almost never worth the reactor increase. On which note - watch the reactor increases! You also can't call your target zone because blast weapons, so don't count on it to finish anything off.
    • Sunfury Plasma Annihilator: A solid all rounder, good number of shots and able to boost its strength. While its range is not the biggest, its not the worst either. Good for finishing titans off when closing in or using to help drop shields if desperate.
    • Macro Gatling Blaster: A decent enough weapon, while hampered by its range, it can be used to drop shields nicely and with its reasonable strength and ordnance, it can do a fair amount of damage to titans, particularly smaller ones. It can also pose a threat to knights, but beware their saves.
    • Mori Quake Cannon: The bread and butter. This is your basic all rounder. A few shots, no toying with reactors, high strength, concussive to boot. If you’re not sure what to arm your warlord with, this is a safe choice no matter the occasion. It is a blast, so like the Belicosa, don't count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders.
  • Carapace Weapons
    • Vulcan Mega-Bolter Array: The ultimate in void shield removal technology. 12 shots, an ungodly hail of dakka in itself, with even more shots on 6’s. Somewhat limited range but you don’t you’re not limited by long range negatives. Don’t expect much if you’re trying to knock a freshly unshielded Titan down, but once you’ve knocked them around a little it may be able to steal a killshot
    • Paired Turbo Laser Destructors: These may seem like a bit of a raw deal compared to the laser blasters, but they have some advantages. They have no modifiers to hit at any range compared to the blasters. This can be extremely useful when firing at an obscured target. Other than that, bog standard lasers, S8 with shieldbane capabilities.
    • Paired Laser Blasters: These have an additional two shots over the destructors, but sufer a -1 to hit at long range which can be a problem. Not game breaking, but can be infuriating hitting of 4s or 5s. This can benefit from chasmata pattern laser destructors.
    • Apocalypse Missile Launchers: 10 shots at strength 4. Superb at stripping void shields in the early game and finishing off wounded titans in the late game (when the bonuses from structure damage mean it can actually do something against all that armour). Don't waste it on Knights; it's weak enough that they get their full ion shield saves. Gets an accuracy bonus at long range and can ignore LoS so works well in an artillery role. Just watch the facing (especially if you're moving first) - it's very easy to mis-judge the firing lines.
    • Paired Gatling Blasters

Knights

Questoris Support Banner (3-6 Knights)

Weapons

  • Arm Weapons
    • Questoris Melee Weapon: If you're taking Knights you likely have at least one per of these. They're not worth building to be "shooty" as Knights who try to position themselves to shoot Titans will find themselves dead.
    • Avenger Gatling Cannon: Don't bother, seriously. It does put out a lot of shots but those shots are too weak to even take other knights out, or damage void shields. If you're looking for cheap knights for screening you're better off doubling up on melee weapons. Might get better if infantry is introduced but that's a long way off
      • Second Opinion: I have personally seen AGCs kill Warlord Titans. If you're aiming to kill Titans with Knights, you will want to usually be in melee. Add in using your amazing manoeuvrability and positioning, you will be hitting Titans in their rear arc for that sweet +2, making you effective strength 5. Add in maybe +1 to a location for strength 6 (or 7 or 8 if you stripped more). Add in bonus to hit for the range countering the location aiming penalty, you're gonna real rip and tear. TL;DR: AVG are good for focus firing inside shields to finish Titans.
    • Thermal Cannon: The real star on knights. With a high base strength and increasing your armour rolls to a d10 it gives you a really good chance of putting hurt even on the biggest opponents. Take 6 of these and pop an unshielded titan in the ass for near guaranteed crits. Fun for the whole family.
    • Rapid-Fire Battlecannon
  • Carapace Weapons
    • Stormspear Rocket Pod
    • Meltagun: A solid,if not expensive upgrade for your knights. Generally a safe bet to give it to your Lord Scion for a bit of extra dakka up close, which is where you want your knights to be. Good for filling 15 points somewhere but not an autotake.


Cerastus Knight Banner (2-4 Knights)

  • These are bigger, faster and slightly tougher than their smaller brethren, the Questoris Knights. With a 12" move, one extra structure point and an easier time passing orders, these are an extra layer of threat in addition to Questoris Knights.

Variants

  • Cerastus Knight Castigator
    • Castigator Bolt Cannon - Akin to the Avenger Gatling Cannon, it is of little real use unless getting up close in the side or rear arc of an opposing titan
    • Tempest Warblade
  • Cerastus Knight Acheron
    • Acheron Pattern Flame Cannon
    • Reaper Chainfist
  • Cerastus Knight Lancer
    • Cerastus Shock Lance - A nasty CC weapon on a small and nimble chassis, hitting at S8 with two attacks this can hurt titans and other knights in no time. Coupled with the Ion Gauntlet Shield, you've got a pain in the backside.
    • Ion Gauntlet Shield - This provides a +1 to all ion shield saves as long as there is at least one in the unit. Definitely take a Lancer, if not for their shock lance, at least for the shield. It's worth noting that the WH Community article is incorrect in its statement that this always confers a 6+, it does not. If the shield save is '-' it confers no benefit. Expect maximal plasma, melta and volcano weapons to hurt like a truck.

Tactics

It's very tempting to take two Warlords, slap the big ol' volcano cannon and missiles on it, and call it day. However, even playing a few games will tell you that mixing different weapons is one of the best ways to excel at this game. Once you get past the temptation to sit at the back of the boards and vomit firepower at long range all game, you will find every weapon has a place. Most weapons can be put in four categorys:

High capacity weapons (apoc missiles, gatling blasters, mega bolters) are your standard shield stripping affair. Weak against armour, you'd think once they kill shields they're useless. Wrong. On Reavers and Warhounds, they can hit sides and flanks of other Titans for those sweet bonuses, where your huge number of attack dice means you will likely roll one or two high dice. Add in the fact that Gatling blasters and mega bolters get more accurate the closer you get, you will find that if you flank effectively they can still contribute to the battle.

High power weapons (volcano cannons, quake cannons, melta cannons) are great for punching holes in the enemy armour, with blast helping them land multiple hits or mitigating misses. They can even help with shields.

Hybrid weapons (turbo lasers, laser blasters, plasma weapons) these are weapons which have a good rate of fire, so can meaningfully contribute to the void shield killing (sometimes with shieldbane to help take a Titan off 3+) while also having a high enough strength to help with armour. Plasma weapons with maximal can highten the strength even more to help with armour. This kind of firepower is also good nailing weak spots to help finish off wounded Titans.

Close quarters weapons (all knight weapons, fists, inferno cannon) are extremely strong but require some planning to get the best use out of. With a lower penalty to aimed shots and a usually high bonus to hit, these can really put the hurt down on enemy Titans, ignoring shields wince you're so close. These weapons can be used defensively depending on your list, allowing you to put damage on more aggressive maniples as they close in. Melee weapons often need no support from the other weapon types.

  • Building your army