Adeptus Titanicus/Tactics

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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
    • Macro Gatling Blaster
    • 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.
  • 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
    • 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
    • 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.

Tactics

  • Building your army