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====Conclave Titans==== These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a β₯3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. Another significant downside is, unlike literally everything else listed on this page, Revenant and Phantom titans are {{W40Kkeyword|<Conclave>}}, not {{W40Kkeyword|<Craftworld>}}. According to forgewold xenos index the <Conclave> is the same as craftworld. Therefore you can use stratagemts, powers and get attributes. If you do field one of these titans, take advantage of their prodigious range to rain hell upon your foes from the other side of the table (or from a table away, if you're playing a big enough game) to keep these behemoths alive. *'''Revenant Titan (Forge World):''' Elegant scout titan that can {{W40Kkeyword|fly}}, and is the equivalent to the Imperium's Reaver/Scout Titan. With a toughness of 9 and 32 wounds, you would expect that the Revenant titan would be rather difficult for your opponent to put down without a titan of their own. But, having only a 3+ Armor save and an invulnerable save ''entirely'' reliant on moving/advancing as far as possible means that even S5 weapons with any AP value stand an honest chance of shaving off some wounds. What's worse, is that while the Revenant has an impressive 32" movement (with an auto 18" advance) and the ability to give no fucks about ground-bound things like terrain and enemy units, the Revenant's damage table drops that movement down to 24", 18" and 8" respectively, making it mandatory to advance just to keep some semblance of an invuln save as it gets worn down. Granted, now that this thing costs 2000 (seriously, what the flying fuck?) points for only 8 more wounds than a single Wraithknight, who can also have an invuln save not reliant on movement, there is absolutely no reason to take this. Ever. Literally everything it can bring to the table even other eldar ''Titans'' can do cheaper. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher ( 2d6 S8 AP-2 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have exactly two choices in primary armament. <div class="mw-collapsible-content"> *'''Pulsar''' **The default loadout, each Pulsar is a Heavy 2d6 S12 AP-4 cannon that does d6 damage on a normal wounding roll, and 2d6 on a wound roll of 6+. All in all a pretty good weapon, but again is relatively underwhelming for a Titanic unit given that it's a Heavy weapon as opposed to a Macro. I guess at least it can fire Overwatch and has massive range? *'''Sonic Lance''' **One of the few good blob-blenders that still exist. Each Sonic Lance, while pitifully ranged at 18", fires an unholy 3d6 shots that wounds Infantry on a 2+ with an AP of -3 to erase most standard saves. That said, taking these means that your Revenant is always going to be in range of some heavy hitting weapon or another. Additionally, if your opponent is smart and fielded Monsters, Vehicles, or a Titan of their own, then you'll only hurt those on a 4+. Not ideal odds for such a pricey unit. Unless your opponent is idiotic enough to field only infantry against your Revenant, it's probably better to stick with the Pulsars. 60" range great for staying out of mid-to-long ranges and S12 will wound basically all infantry on a 2+ anyways with most vehicle/monsters getting hit with a harder AP that wounds on a 3+ doing d6 damage instead of just 1 at the cost of d6 more shots (inconsequential for most infantry units anyways, with their 5-10 man average). </div> </div> *'''Phantom Titan (Forge World):''' At 60 wounds with access to the only Macro weapons in the entire Aeldari arsenal, the Phantom is basically the best (and only real) option when it comes to dealing with equivalent enemy titans. Despite nearly being twice as durable as a Revenant titan with access to heavier firepower, the Phantom clocks in at only 400 points more than its half-sized kin. In addition to all the other standard Titanic unit rules, the Phantom can also buff other {{W40Kkeyword|<Conclave>}} units (if you're playing in such an absurdly high-point Apocalypse game to begin with) by letting them re-roll failed to-hit rolls once every turn. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher ( 2d6 S8 AP-3 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <div class="mw-collapsible-content"> *'''Starcannon''' **The default gun wedged into the missile silos, the Starcannon is the default and cheapest choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. Given you're already nearly 2400pts for this, just go ahead and spend the extra 7 points to replace this with a bright lance. You have ''far'' more cost effective means to field starcannons if you really want them. *'''Bright Lance''' **For just a couple pennies over the starcannon, give your Phantom a single shot gun more in line with the Voidstorm Missile Launcher profile (S8) that can be used in conjunction with it as a finishing flourish, as needed. May as well take it. *'''Dire Pulsar''' **The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two Macro weapons. Firing 2d6 shots at S14 at AP-5 120" downrange, whatever it's hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2d6 damage as opposed to just a d6. *'''D-Bombard''' **Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the D. Pulsar fires off, this Macro weapon causes 3 Mortal Wounds per wound roll of a 6+ in addition to the 2d6 damage each salvo causes. It's a tough call, but this makes the D-Bombard more ideal for dealing with enemy titans compared to the Pulsar. *'''Wraith Glaive''' **The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a flat 9 damage a cleave, proccing additional attacks on hit rolls of a 6 (with the extra attacks not proccing more). Since this will bypass Void Shields, it's honestly the most reliable anti-titan weapon you can give the Phantom. Additionally, while not exactly amazing, it does have a built in starcannon to help contribute a smidge more firepower to compensate for the loss of other ranged options. Unfortunately, it's also the only primary weapon that costs additional points to take over either of the guns. </div> </div>
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