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=Unit Analysis= Predictably, these are all Lords of War and Forge World exclusives. Keywords are {{W40Kkeyword|ADEPTUS TITANICUS}} and {{W40Kkeyword|<TITAN LEGION>}}. ==Warhound Scout Titan== The "weakest" of the Titans in regards to its weapon choices and statlines (if you can call something with 35 wounds, S10, and T9 "weak"), but what it lacks in brute force it compensates for in speed - with a base movement of 24" and 12" more gained via Advancing, it's all but certain to reach whatever spot will let it cause the most harm in the least time. Unfortunately it’s high speed isn’t of much use unless you're playing a full scale version of adeptus titanicus (aka a 10,000 plus match play game) against nothing but titans, as in a 2000 to 6000 point game of speed simply allows it to move into firing range, whereupon it will just sit there until it either kills everything or is itself killed. It starts off shooting at BS 2+, which also never gets any lower than BS 4+. It also has a 4+ Void Shield, but that will cut out when your wounds drop into single figures. ===Weapons=== *Arm mounts (max 2) **'''Dual Turbo-Laser Destructor''': 96", Macro 2D3, S16 AP-3 D2D6, inflicts D3 extra mortal wounds on a to wound roll of 6. It says a lot that this is the weakest of the anti-vehicle weapons available. Perfect at hunting things like Baneblades, but anything just below the {{W40kKeyword|TITANIC}} keyword threshold has a good chance of surviving as it won’t be affected by the 2X damage from the macro keyword (unless you roll well for the 2d6 damage and number of shots). **'''Titan Inferno Gun''': 18", Heavy 4D6, S7 AP-3, D4. Shorter ranged and somewhat less reliable than the Vulcan Mega-Bolter, but has the potential to fire more shots at higher strength that do twice as much damage and [[Mary Sue|automatically hit]], so it doesn’t give a monkey’s shiny bollock about damage tiers. This last bit is especially useful, as your titan WILL be shot at and WILL lose wounds, and post errata it starts decreasing in BS after losing just 5 wounds (i.e. a lucky damage roll with a lascannon). Taking this ensures your titan stays at the same effectiveness until it dies. *** Hilariously brutal when firing Overwatch, but if your opponent is stupid enough to charge a model armed with this then they deserve to lose. **'''Titan Plasma Blastgun''': 72", a Macro 2D6 Plasma Gun that's S8 AP-3 D3 in normal mode, S10 AP-4 D4 when overcharged. Void shields are explicitly stated not to prevent Mortal Wounds caused by overheating, but even in the worst case scenario you'll still have 23 wounds left. ***Actually fairly mediocre (for a titan weapon) in regular mode. Overcharged it equals the Laser Destructor, but the Mortal Wounds are a bad deal: as already stated, post errata, your titan starts losing effectiveness after only 5 wounds lost. **'''Titan Vulcan Mega-Bolter''': 72", Heavy 20, S6 AP-3, D2. When you need that big blob of infantry dead right this second, fantastic at chipping anything to death due to its “good” ap (again, if you can call the same ap as a power fist or plasma gun merely "good") and two damage, although best not used against other titans as your second weapon should be the one to deal with those. ***This weapon is the most efficient weapon for killing GEQ’s (unless they’re in cover, in which case you want the incinerator missile launcher), don’t forget it, it’s even slightly overkill (see below) when it comes to killing 10 man squads, so if you have a choice between 10 man guardsman squads or conscript blobs, go for the conscript blobs (you’ll kill around 24 models after taking morale into account). ==Reaver Battle Titan== Toughness 10, 60 wounds, and a 3+ save and a 3+ void shield. Whereas the warlord is tougher than a reaver because of its much higher toughness, a reaver is tougher than a war hound because of its almost double wounds, allowing it to take more than double the punishment thanks to its improved void shield. Can take two arm mounted weapons and one carapace mounted weapon, and is the smallest Titan which can take melee weapons (which you're obligated to take because they look AWESOME). It’s main weakness for it is the minimising range on a lot of its weapons, making it “vulnerable” to close range shooting and charges unless you give it a weapon which can overwatch for it (*cough* inferno gun *cough*). ===Weapons=== *Arm mounts (max 2) **'''Reaver Gatling Blaster''': 72", Macro 6, S8 AP-3, D3, each hit counts as 3 hits when used against INFANTRY. Fewer shots than the Vulcan Mega-Bolter, but each one will hit harder and it can also take on light to medium vehicles as well. Against MEQ’s it will kill 10.4 models (at least 130 points worth) and against TEQ’s it will kill 8.3 models (more than 250 points worth). keep this in mind when choosing targets for this weapon to kill, it may seem tempting to wipe out entire squads of guardsmen but this weapon will kill GEQ’s and TEQ’s at almost the same rate, use your overpowered bullets wisely. ***Its macro keyword and relatively low strength means that light vehicles and heavies without the titanic keyword (eg land raider) are relatively resilient against this weapon, as such you’ll want to be taking out infantry first before you go after vehicles. **'''Reaver Laser Blaster''': 96", Macro 3D3, S10 AP-3, D2D6, inflicts D3 extra Mortal Wounds on a to wound roll of 6. Less powerful than the Destructor (assuming it's not another FW typo), but compensates with a somewhat better volume of fire. ***Unless they fix the typo (if it is a typo) the melta cannon is better unless you just want to stand back and shoot. **'''Reaver Volcano Cannon''': 180", Macro D6, S25 (!) AP-5 D12. What you use to trash Knights and "small" superheavies while threatening anything larger. ***You'll probably take one anyway because it's fuckawesome, but its high strength is wasted unless you're expecting to fight other titans. If you've got plenty of juicy tanks to wreck it's all good, but if you find yourself shooting at infantry you'll be wishing you had something with a better number of shots. Saying that it is still excellent at “sniping” anything with a high price tag which is asking for a land raider sized hole ripped into them, or [[anal circumference|a character foolish enough to expose themselves to you]]. **'''Reaver Titan Power Fist''': Sx2 AP-5 D10. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} that lacks the {{W40Kkeyword|Titanic}} keyword allows you to select a unit within 12"; on a 4+ you throw whatever you killed at that unit and inflict D6 mortal wounds on them. ***Take this, the chainfists -1 to hit outstrips it’s chance of getting extra mortal wounds (see table below) and dealing mortal wounds by throwing vehicles at them is far more useful. However, the chainfist does look fantastic (and so does the power fist), unless your playing competitively you should not feel bad for taking one. **'''Reaver Titan Chainfist''': Same statline as above, but causes -1 to hit. However, any to wound roll of 6 where a {{W40Kkeyword|Vehicle}}, {{W40Kkeyword|MONSTER}}, or {{W40Kkeyword|Building}} is targeted deals 2D6 extra mortal wounds. Remember that void shields do '''not''' work against melee attacks, so against Titans and Titan-equivalents that lack melee weapons those Mortal Wounds can be a a big deal. ***If it dealt extra damage per hit it would be worthwhile, but the -1 to hit is just too much when your only hitting on a 4+ to begin with. ***The titan only has a WS of 4+, though: decreasing it to 5+ really hurts. FWIW, you've got a ~25% chance of the bonus damage proc-ing at least once in the round. **'''Reaver Melta Cannon''': 48", Macro 2D6, S16 AP-4 D6. Its damage is fixed, so no need to worry about being within melta range. ***Recommended particularly for a melee build due to its flexibility (and you've going to be up close anyway); it has a decent number of shots, but also high strength for dealing with (non-titan) vehicles. It is still however, a macro weapon, so it’ll do a lovely 12 damage against titans which makes up for its relatively low strength, but you won’t be able to use it in overwatch, and hammernators, knights and girlyman will jump at the chance to inflict some easy wounds. *Carapace mounts (max 1) **'''Dual Turbo-Laser Destructor''' **'''Titan Plasma Blastgun''' **'''Titan Inferno Gun''' **'''Titan Vulcan Mega-Bolter''' **'''Incinerator Missile Bank''': 24-360", Heavy 10, S6 AP-2 D2. Able to target units not visible to the user, doubles hits scored against INFANTRY, and negates cover saves to boot. The bane of cover camping armies, use against tyranid and guardsmen swarms to ensure that you never have any friends. **'''Apocalypse Missile Launcher''': 24-360", Heavy 12, S7 AP-2 D2. Doesn't have the hit doubling or cover negation properties of the Incinerator Missiles, but it can still hit things not visible to the user and is a little more effective against opponents with high toughness. The iconic choice. ***Neither of these options can overwatch however, even though they’re Heavy weapons instead of macro, their minimum range of 24” means that you will never be able to use it against charging units (as a charge can only be initiated when 12” (18” if you want to be [[Harlequins|funny]]) or closer). As such, if you take one of these you’ll want an arm weapon which is suitable for discouraging charges. ==Nemesis Warbringer Titan== Holy shit, a new titan. All five people who can actually afford to play this army are sure to be thrilled. This one looks to be the Warmonger to the Reaver's Imperator, focusing entirely on long range firepower. Apart from two Reaver-class arm weapons and a pair of quad auto-cannons, it's packing a ''monstrous'' gun on its back as a carapace weapon. With T13, W65 and a 2+ save, this monster officially clocks in as the second toughest thing in the game, and is truly a happy medium between the reaver and the warlord in armament, defensive capability, points and cash. ===Weaponry=== ====Arm Mounts==== See ''Reaver Titan''. ====Carapace Mount==== *'''Nemesis Quake Cannon:''' The main selling point to this titan. 24"-480" range allows you to fire at things from your local table to Spain. S16 Ap-5 ain't too shabby for titan hunting. It also has the Quake Cannon's rule that halves movement/charge distance the next turn. It can also fire indirectly (as if anything short of a Fortress of Redemption could hide a Titan or other small priority targets). It's been hinted that the NWT is a variant of a main chassis of titan, known as the Warbringer Titan. As to whether we'll get a look at it before 2030 and what it'll look like is another matter, but it's likely to have a similarly HAWGE carapace cannon. Yay! ====Miscellaneous==== *'''Ardex-Defensor Maulers:''' Comes equipped with three of these for that close-range defense (I personally prefer to have a dedicated close combat unit between the legs of my titans to supplement their defenses, titanhammer terminators exist for a reason). You know, just in case something actually survived to get in close. *'''Anvillus Defence Batteries:''' Mounted on its shoulders, the Quad Autocannons with a treadmarkeable name have 72" range, 8 shots per battery, and are perfect for anti-air defence. This is just as well, as AA's all they're good for due to only being able to target units with the {{W40kKeyword|FLY}} keyword (which in this edition is a surprisingly large amount). ==Warlord Battle Titan== Toughness 16, 70 wounds, and a 2+ save. Toughest thing in the game right now, even if it's not highest in wounds. Mounts 2 arm weapons, 2 carapace weapons, and a few tertiary weapons that can overwatch for it. Most of its weapons have a min range of 24" and a max range that's largely irrelevant because no one plays on boards 30 feet long. Being the most powerful unit in the game gives this colossal model a unique level of protection as even a Shadowsword will only wound a warlord on a 4+, and Hammernators will wound on a 6+, never mind the humble [[lasgun|flashlight]]. Unless there’s at least a reaver on the battlefield a warlord Titan can just plant it’s giant feet and shoot at whatever takes its fancy. ===Weapons=== *Arm mounts (max 2) **'''Sunfury Plasma Annihilator''': 72", Macro 2D6, S10 AP-4 D2D6. No overcharging here, not like you'd need it. Instead, after resolving damage you roll a D6 for all other units within 6" of the original target, and on a 4+ they take D3 hits from the weapon as well. A heavy-infantry buster that will punish opponents who keep their units too tightly clustered. ***Fantastic for hitting hiding characters, as they count as a separate unit and you only need one of those hits to get through to kill most characters. **'''Mori Quake Cannon''': 24-360", Macro 3D6, S20(!) AP-5 D6, and anything that gets hit by it halves all movement actions in the following movement phase. ***Excellent at deterring charges by smaller titans (reavers) with melee weapons, as after a hit from this the melee Titan probably won’t be able to get into charging range. **'''Saturnyne Lascutter''': Functions as both a melee weapon and a ranged weapon. As a ranged weapon, it's 18", Heavy 1, S12 AP-4 D6, and after a successful hit it can roll to hit again until it either misses or accumulates a total of 12 hits. As a melee weapon, it's S20 AP-5 D12 and can re-roll failed to wound rolls against anything with the {{W40Kkeyword|Monster}}, {{W40Kkeyword|Vehicle}}, or {{W40Kkeyword|Building}} keywords. ***Although it is the best melee weapon for a warlord (although it’s shooting isn’t as good) it has NO model/arm for the warlord on forge world, which is a damned shame as such a weapon would look fantastic, so until then you’ll have to use your warlords power fist as a proxy. **'''Warlord Gatling Blaster''': Identical to the Reaver version, but with 12 shots instead of 6. **'''Arioch Titan Power Claw''': Sx2 (that's '''''S32''''', by the way) AP-5 D12, and has the same throwing rule as the Reaver's Power Fist. Doesn't even harm your firepower since it comes with a built-in Vulcan Mega Bolter. Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. **'''Belicosa Volcano Cannon:''' The absolute end-all solution to any problems with superheavies. 180" range, Macro D6, '''''S30''''' AP-6 D12, and as a little bit of extra "fuck you" a roll to wound of 6 inflicts D6 extra mortal wounds. Make no mistake, this thing will wound just about anything, and it's almost guaranteed to kill them in one shot. ***Not true actually, its strength 30 is wasted against all targets except the warlord titan (or the emperor titan if it had rules), but even then its "crap" (for a titan murderer at least) as the quake cannon fires 3 times as fast for only a reduction in damage of a half per shot, and the volcano cannons extra mortal wounds average out to not much, while the quake cannons double range and ability to inflict movement penalties on those hit makes it superior from a stand and shoot perspective. The only real advantage the volcano has is that it has no minimum range, allowing it to be used in titan "knife fights", if it dealt extra damage or re-rolled wounds against {{W40Kkeyword|Titanic}} then it would be worth it against other titans. ****Although on standard playfields the minimum range of the quake cannon will severely hinder its usefullness - otherwise I agree. *Carapace mounts (max 2) **'''Dual Turbo-Laser Destructor''' **'''Titan Plasma Blastgun''' **'''Incinerator Missile Bank''' **'''Apocalypse Missile Launcher''' **'''Twin Titan Vulcan Mega-Bolter''': A Mega-Bolter with 40 shots. Using this will guarantee that no sane Ork or Tyranid player will even bother trying to play against you. **'''Reaver Gatling Blaster''' **'''Reaver Laser Blaster''' *Other (2 of each): **'''Ardex-Defensor Maulers''': 36", Heavy 6, S6 AP-3 D2. Always hits on a 5+ when used for overwatch, ignoring all modifiers. The first of your tools for discouraging anyone against charging you in the unlikely event they won't be wiped out by a stomp. **'''Ardex-Defensor Twin Lascannon''': A 2 shot Lascannon with the same overwatch boost as the maulers. For some reason, it can only be used to shoot opponents behind you, making it the only weapon in 8e where facing matters so far. As a result, this rule is completely pointless: none of your other weapons care about facing, and your survivability isn't effected either. So, you want to use your Lascannons? Spin your titan around and moonwalk everywhere.
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