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=The Best Titan Loadouts= For weapons like lasguns and bolters it’s relatively simple to figure out how they fit into the world, it’s relatively easy to decide what guns to give your marines or guardsmen as each gun is almost labelled with a “use me against this enemy” sticker, and such guns have had preferred targets for as long as there has been 40K. But what about in a world where toughness and strength go past 8, a world where ap-3 is commonplace, a world which is so underplayed that it’s not commonplace knowledge what weapons you use against what targets, especially in the new and improved 8th edition. Well that is what this section is here to answer, combining the maths behind all the guns and the knowledge of the general tactics, to give you the “best” loadout for each of the titans listed here. This section is split into categories for each Titan: *First weapon: Your true bruiser, the hardest hitting gun in your arsenal, the one you use for killing other titans. It’s also a versatile gun, being chosen because it will deal large and relatively efficient amounts of damage to all targets. *Second weapon: Similar to the first, but will often be a more supporting gun, often superior against infantry to your main gun. *Second weapon (melee): The best melee weapon at your disposal, which weapon (your heavy hitter or support weapon) you replace to add this melee weapon depends on what you’ll be up against and personal taste. *Carapace weapon: The best weapon for the carapace slot, often a long range infantry cruncher but can take the arm weapons of smaller titans. *Wildcard: Not your best or second best weapon but a weapon which excels at a certain task or against certain enemies, and as such is still worth considering. *Last place (the don’t bother option): The weapon which GW left behind, it doesn’t even have to be obviously bad, it might simply be too over powered for what it’s supposed to do, and ends up being vastly out performed by the opposition. The important thing to remember when deciding on what weapon is best for your titan is that direct damage output is not the only thing to think about, each weapon has maximum (and in some cases minimum) ranges, cover ignoring abilities, re-rolls or aoe damage. Although some weapons are a little meh, for the others you must take into account how they fit into the whole. ==Warhound Titan:== '''First choice''': Turbo laser destructor, although it's not competition really, it out performs both the overcharged blastgun (and doesn't inflict mortal wounds to your titan on 1's) and the inferno gun against all targets except infantry and T7 and below, where the inferno guns extra hits really shine. A single volley from this gun is enough to destroy knights and baneblades and is by far your best weapon for sparring with other warhounds and the like, take it, no exceptions. '''Second choice''': Vulcan Mega Bolter, the superior gun when it comes to GEQ and MEQ murder due to its high shot count and “good” ap of -3, shot for shot it is the most efficient way of killing GEQ’s without adding in re-rolls, which is unnecessary as a 20 shot volley from this is more than capable of killing 10 guardsmen squad with room to spare, or to kill of most off most of a tactical squad and leave the rest running in fear. Its high rate of fire also makes it okay at chipping away a few wounds from other titans to knock them down a damage level, but you should only really do this if you really need to. '''Third choice (wildcard)''': Inferno Gun, shorter ranged than the mega bolter and a little overkill when it comes to infantry chewing, but there is one excellent reason for why you might want to take this, overwatch, as this will throw out 14 auto hitting shots at anything stupid enough to charge your Titan, and its niche against T7 models should not be overlooked, in particular, it’s high rate of fire and damage per shot make it excellent for taking out mid range toughness targets with high invulnerability saves.. Its ability to auto-hit will also help you if you if you face Eldar or flyers (who, incidentally, are mostly T7), and keep your lethality at max until you die. '''Last place (the don’t bother option)''': Plasma blast gun, on normal mode it is far out stripped by the destructor against heavy stuff, and it’s not worth over charging it at the risk of mortal wounds, while the flamer and bolter are both vastly superior for overwatch defence and infantry killing, don’t even bother buying this gun. ==Reaver Titan== '''First choice''': Reaver Volcano Cannon, a fantastic piece of equipment which performs the best (or joint first place) against all targets other than infantry, take this weapon and with its high rate of fire and damage it will never disappoint you. '''Second choice''': Reaver Melta cannon, comes in at second place to the the volcano cannon on damage output and draws with it against targets with toughness 8 or lower with either a 3+ save or invulnerability save, its higher shot count also makes it okay at dealing with infantry, and it will chew up heavy infantry (never send custodes against this weapon). '''Second choice (melee)''': The Powerfist, the best of all the reavers melee weapons against vehicles etc, while your titanic strides deal with infantry. The 50:50 chance of dealing mortal wounds to a nearby enemy unit is also far more useful than the chainfists mortal wounds, as your “piggy in the middle” land raider can be used to target characters, as it’s an ability, not a shooting attack. '''Carapace choice''': Incinerator Missile Bank, a controversial choice as standard wisdom dictates that the apocalypse missile launcher is better, but with the new wounding rules both the missile launchers wound heavies at similar rates (with the apocalypse doing slightly better due to have 2 extra shots). But you shouldn’t be using them against vehicles, they’re designed to murder infantry, and the incinerators 20 shots against infantry means that it kills GEQ’s and MEQ’s at the same rate as the mega bolter (an excellent gun in its own right). But what makes it not just another bolter is it’s almost quadruple range and ability to ignore cover, the latter being something which the apocalypse cannot do, which is disappointing because your missile bank should be a weapon used for clearing out cover camping threats. '''Third choice (wildcard)''': Reaver Gatling Blaster, a tricky choice as the other option for this spot is the Reaver Laser Blaster, which is superior against all targets except infantry, but the gatling blaster excels as an MEQ killer (the best one you have) and as your already taking the volcano cannon your not lacking on anti-armour. The time you should take over the melta cannon (never replace the volcano cannon) is if your up against an infantry heavy army where the your missile launcher cannot keep up with the swarms coming towards you. '''Carapace choice (wildcard)''': Inferno Gun, a strange choice yes, but the reaver lacks weapons which can overwatch for it, and as already discussed, the inferno gun is fantastic at deterring/causing total existence failure to charges. '''Last place (the don’t bother option)''': The Chainfist, a weapon which is supposed to be a true {{W40Kkeyword|Titanic}} murderer is far out-passed by its power fist sibling, and all because it has a -1 to hit. As stated above, the only reason you should take this option is that it looks fantastic, a truly awesome piece of model design, which isn’t a problem if your playing non-competitively, but otherwise, just leave it at home. ==Nemesis Warbringer Titan== As this uses the Reaver's arm weapons, see above minus the carapace which automatically receives the Anvillus AA batteries. ==Warlord Titan== '''First choice''': Mori Quake Cannon, and by extension, the most powerful gun in the entire game (in terms of average output, take a moment to let that truly sink in), it out performs all other weapons against all targets (except the twin mega bolter against infantry) and forces all units hit by it to half their movement ranges for their next turn, allowing you to keep calm and keep on shooting. So if you have a warlord titan and need to give it a gun, make the right choice, choose the quake cannon. The minimum range can badly hamper in specific circumstances, but that's what escorts are for. '''Second choice''': Sunfury Plasma Annihilator, although its not as good as the quake cannon (or the as yet to be discussed volcano cannon) it has the ability to (on a 4+ after dealing damage) to deal D3 hits to nearby units, and there is nothing that says that these hits cannot create addition hits, and so on, and so on. So if you fire this at an eg ork horde, you could potentially hit every unit in your opponents army, and as it stands there's no rule that says that these extra hits cannot propagate back and re-hit the original units, so while the quake cannon is the most powerful weapon on average, the plasma annihilator has the potential to destroy ('''LITERALLY''') your opponents army, you may not do it in 99 out of 100 of your games, but on the 100th you might just pull it off... '''Second choice (melee)''': Saturnyne Lascutter, although its technically of lower strength than the fist, its re-rolls to wound make it by far more dangerous, even against the heaviest of opponents and any weaknesses it has against infantry or certain other targets are made up by its greater titanic strides. However, things are complicated by two matters, firstly there's the fist's throwing its dead enemy ability (although its identical to the reaver power fist ability), an ability which should not be overlooked as (as previously mentioned) it can target characters with this ability, and secondly, the lascutter and fist both come with inbuilt ranged weapons, of which the fists inbuilt bolter is on '''AVERAGE''' (if the lascutter makes more than 6-8 hits it surpasses the bolter but this is unlikely) better, especially in overwatch. However, if your in a situation where you want a melee weapon, it's because you know your going to be in melee with some big monsters, and as such you should still take the lascutter over the fist. '''First carapace choice''': Incinerator missile bank, for the same reasons as previously stated for the reaver Titan. '''Second carapace choice''': Twin Titan Vulcan mega bolter, there really isn’t any competition once you’ve chosen a missile launcher to fill your long range infantry busting, this gun out shoots all the other carapace options when it comes to annihilating infantry, and it’s high rate of fire makes it almost as good as the flamer when it comes to overwatch defence (and any weaknesses there are plugged up by your ardex weapons). Take this weapon, and combined with the incinerator missile bank there is no amount of infantry which your opponent can throw at you without going for the smallest squad sizes possible. '''Third choice (wildcard)''': Warlord Gatling Blaster, for the same reasons as why the Reaver Gatling Blaster is the wildcard for the reaver, it is exceptionally good at dealing with infantry. '''Third carapace choice (wildcard)''': Reaver Laser Blaster, although not the best gun we've seen so far it is the best super heavy killer you can fit on your carapace, and although it won't out shoot (not by a long shot) any of your main guns, it will more than happily wipe out a knight with 7 wounds to spare, making it idea for taking out small things which you wouldn't normally bother shooting at, baneblades, land raiders, you know, small things by comparison to what your main guns are firing at. It also makes the Warlord the only titan which is really capable of dealing with every possible threat, as the reaver and warhound just don't have the number of hard points required to take such a large variety of guns. Other option: Ardex-Defensor Maulers, although the lascannon and maulers do better against ceratin targets over the other, the maulers higher rate of fire is of greater use, especially as these weapons are meant to be part of your overwatch defence, and eve if your lascannon will hit on a 5+ in overwatch, it still only has two shots, meaning you only have a 66.66% chance of one of them actually hitting something. '''Last place (the don’t bother option)''': Belicosa Volcano Cannon, despite looking excellent on paper, its low rate of fire and excessively high strength but not high enough to wound a warlord on a 2+ make this a rather mediocre weapon, which is far out classed by the other weapons available, its even only slightly better than the sunfire cannon, and that weapons not even trying to be a true titan killer, and it at least causes additional hits to all nearby units. So unless this weapon gets some kind of buff just don't take it. However the minimum range on the Mori can seriously hamper it on smaller boards so there still is a niche for the Belicosa. ===The Dakkatitan=== A loadout which aims to enter the [[dakka|maximum dakka]] hall of fame. The setup is quite simple, take two power fists with their inbuilt Vulcan mega bolters, two carapace twin Vulcan mega bolters and two ardex defence maulers. At range, this gives you 132 Heavy (so you can use them to fire overwatch) strength 6 ap-3 D2 shots at 60”, enough to almost destroy a warhound titan by sheer volume of firepower, and enough to wipe an obscene number of guardsmen off the battlefield. The power fists also still mean you can take on super heavies, but you might suffer some damage getting into combat. [[Category:Warhammer 40000 Tactics(8E)]] {{Warhammer_40k_Tactics}}
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