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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>}}. As standard you get a 3+ ballistic skill, 4+ weapon skill, a 2+ armour save. Gone the 2+ ballistic skill which made titans the ranged bane of all. ==Warhound Scout Titan== The "weakest" of the Titans in regards to its weapon choices and statlines (if you can call something with 50 wounds, S8, T8, 2+ sv and 2 void shields "weak"), but what it lacks in brute force it compensates for in speed - with a base movement of 20" 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. With the new void shield rules, a Warhound's speed actually serves a purpose, allowing them to flank larger Titans and chip down their void shields, so that a larger Titan can get to work. Each weapon on this model serves a purpose; Turbo-Lasers kill Vehicles, Monsters, and unshielded Titans, Mega-Bolters kill GEQ's and MEQ's with ease without having to get within retaliatory melee/melta range, and the Inferno and Plasma options can do bits of both while also being highly effective against void shields. '''Any Two Arm Weapons:''' *'''Dual Turbo-Laser Destructor:''' 72", Heavy 2d3, S16, AP-4, Dd6+3, Blast. No bonus mortal wounds like in previous editions, but it hits hard, and often, and at long ranges. ** It will deal large amounts of damage against big targets at long ranges. It suffers from a low rate of fire and will be complete overkill against void shields, so it is not advisable to take two of them (unless running a Warhound pack, and yes, that is a thing in the fluff). *'''Titan Inferno Gun:''' 24", Heavy 4d6, S7, AP-3, D3, [[Mary Sue|automatically hits]]. 24" auto-hitting will mince most things, and its high rate of fire with damage 3 makes it very good at removing void shields. ** Hilariously brutal when firing Overwatch, but if your opponent is stupid enough to charge a model armed with this then they deserve to lose. ** With Titans losing a point of BS, the Mega-Bolter losing a point of AP, and all flame weapons have gotten range boosts, means the Inferno Gun has nosed ahead of the Mega-Bolter in terms of usefulness and damage output. The Inferno Gun has better accuracy, S, AP, and D, being able to mulch TEQ's, light-medium Vehicles/Monsters, and void shields much more effectively. *'''Titan Plasma Blastgun:''' A 72", Heavy 2d6, Blast plasma gun that's S9, AP-4, D4 in normal mode, rising to S10, AP-4, D5 when overcharged, with 1's to-hit inflicting ''two'' mortal wounds to the Titan. Vastly superior to previous editions, as there are very few things with higher than T8. ** Hitting the sweet spot of good range, rate-of-fire, S, AP, and D, alongside Blast, means that it performs reasonably well against all targets. The increase in Titan wounds also means that the mortal wounds from overcharging are less of an issue, making this weapon an attractive option to double wield for when you want a Titan which can take all comers at sensible ranges. The versatility of the Plasma Blastgun makes taking at least one almost compulsory. *'''Titan Vulcan Mega-Bolter:''' 48", Heavy 20, S6, AP-2, D2. When you need that big blob of infantry dead right this second, fantastic at chipping anything to death due to its “good” AP and two damage, although best not used against other Titans as your second weapon should be the one to deal with those. ** This has direct competition with the Inferno Gun for GEQ and MEQ killing. The only thing this weapon has going for it is the increased range and a consistent number of attacks; the reduced Titan BS, a loss of a point of AP and 12" of range from 8th edition, and the fact that void shields have three wounds so it takes two bolter shells to take down one, means that this weapon is simply too weak to be competitive. '''Misc. Weapons.''' *'''Warhound Feet:''' With A4, S User (8), AP-3, and D3, each attack also makes two hit rolls. At 2,000 points this is something you can "''reasonably''" bring to a open play game night: 2,000 points of army VS 2,000 point of lord of war. In that situation you want to bring one anti infantry gun and one anti tank gun, which one is personal preference. Just remember you Can Not Win on points as you can only hold one objective at a time and need to 100% try to table the opponent. So you will probably lose but it will be memorable and memeable. ==Reaver Battle Titan== T8, W70, and 4 void shields. Not as insanely tough in comparison to a Warhound Titan as it used to be, but two extra void shields allows it to take twice the punishment. It is the smallest Titan which can take melee weapons (which you're obligated to take because they look AWESOME). While not as clear-cut as the weapon options on the Warhound (anti-heavy infantry, anti-vehicle, and two all-rounders), the Reaver does have its use in melting enemy heavy targets with all its arm weapons being excellent at the role. Thanks to its versatility, the Gatling Blaster or Laser Blaser will most likely be your must-have weapon; it can finish off whatever your Melta Cannon or Volcano Cannon didn't kill, and it's strong enough in it's own right to scrap a reasonable target on its own. If you're against other Titans, the Volcano Cannon becomes '''the''' must-have. Against Knight-heavy armies, the Melta Cannon and Powerfist combo will serve you well, especially against those Knight-classes who need to close in for their own melee/melta attacks. '''Any Two Arm Weapons.''' *'''Reaver Gatling Blaster:''' 72", Heavy 12, S8, AP-3, D3. Think of it as a slower-firing-but-higher-calibre Vulcan Mega-Bolter. ** Your best MEQ and TEQ killer, thanks to its number of attacks and D. Also does well against Vehicles and Monsters, but your Laser Blaster outclasses it for that role. *'''Reaver Laser Blaster:''' 96", Heavy 3d3, S16, AP-4, Dd6+3, Blast. Probably your go-to anti-non-Titanic-Vehicle weapon. ** Competes with the Gatling Blaster. This weapon excels against the T7 or T8 models, which are typically the bigger Monsters and Vehicles available to an army. *'''Reaver Melta Cannon:''' 48", Heavy 2d6, S16, AP-4, D8, Blast, and becomes D12 against targets within 24". ** Recommended particularly for a melee build due to its flexibility and the fact that you're going to be up close anyway; it has a decent number of shots, but also high strength for dealing with Vehicles. *'''Reaver Titan Power Fist:''' Sx2 (16), AP-5, D12. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} 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. ** The small number of attacks isn't a huge issue; S16 will wound almost every model in the game on a 2+, AP5 negates all armour saves, and D12 will cripple if not kill most Monsters and Vehicles with one successful attack. *'''Reaver Volcano Cannon:''' 180", Heavy d6, S18(!), AP-5, D12, Blast. What you use to trash Knights and "small" super-heavies, while threatening anything larger. ** You'll probably take one anyway because it's fuckawesome, but its high S is wasted unless you're expecting to fight other super-heavies. If you've got plenty of juicy tanks to wreck, then 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]]. Watch out for void shields, as well as a 3.5 shot average, there's a good chance that your enemies void shields will absorb your attacks. '''Misc. Weapons.''' *'''Reaver Feet:''' With A4, S User (8), AP-4, and D4, each attack also makes two hit rolls. *'''Reaver Apocalypse Launcher:''' 24-200", Heavy 2d6, S7, AP-2, D2, Blast and ignores line of sight. ==Nemesis Warbringer Titan== The big boy of the sub-Warlord Titans. It has the standard T8, but with W100 and six void shields, and only A3, along with being a bit slow (15"). It makes up for this by having a '''LOT''' of guns. '''Any Two Arm Weapons.''' Exact same options as the Reaver Titan above, minus the Reaver Power Fist. '''Any One Carapace Weapon.''' Note: on the models datasheet, the Nemesis Volcano cannon is listed but the model is only able to equip the Nemesis Quake Cannon. [https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf This has been fixed in an FAQ.] *'''Nemesis Quake Cannon:''' 24"-480", Heavy 3d6, S14, AP-5, D6, Blast and ignores line of sight. The all-rounder to the Nemesis Volcano Cannons Titan-killer. ** Its higher rate-of-fire means that the Quake Cannon is better equipped for stripping void shields and dealing with strong multiple-model units (Tyranid Warriors, Terminators, Tau Battlesuits) than the Volcano Cannon. *'''Nemesis Volcano Cannon:''' 24"-120", Heavy 3d3, S18, AP-5, D12, Blast. The only Imperial gun not found on a Warlord Titan which can wound a Warlord on a 2+. ** The High S and D of the Volcano Cannon has it perfectly poised to do Volcano Cannon things; melt super-heavies into soup. '''Misc. Weapons.''' *'''Warbringer Nemesis Feet:''' With A3, S User (8), AP-4, and D4, each attack also makes two hit rolls. *'''3x Ardex-Defensor Maulers:''' 36", Heavy 6, S6, AP-2, D2, and hits on 5+ on overwatch. *'''2x Anvillus Defence Batteries:''' 72", Heavy 8, S8, AP-1, D2, and can only target units with FLY. With the limit of hit modifiers to just +/-1, fliers can’t stack stupid amounts of hit modifiers anymore, making this weapon's high rate-of-fire very useful and difficult to avoid. Fliers (except Space Marine flying boxes) have relatively low armour saves, relying on speed and modifiers to avoid damage, something which this weapon denies. ==Warlord Battle Titan== By far the toughest thing in the game. T9, W120, and eight void shields (for context, that's effectively '''24 regenerating wounds'''). A couple of its weapons have a max range that's largely irrelevant because no one plays on boards 30 feet long outside of Warhammer World and air force lads who use aircraft hangars to play their games. '''Any Two Arm Weapons.''' *'''Arioch Titan Power Claw:''' A Titan-sized powerfist with a built-in Vulcan Mega-Bolter (48", Heavy 20, S6, AP-2, D2). The actual powerfist is a Sx2 (S18), AP-5, '''D18''' beast, and like the Reaver Powerfist, after killing any Vehicle or Monster (''INCLUDING Titanic ones''), you can pick an enemy unit within 9" and inflict d6 mortal wounds against them on a 4+. *'''Belicosa Volcano Cannon:''' 120", Heavy 3d3, S20, AP-5, D12, Blast. "Moderatii, do you see that Baneblade on the next table over? Good; delete it." *'''Macro Gatling Blaster:''' 100", Heavy 12, S9, AP-4, D4. [https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf Added in an FAQ]. Supposedly the anti-infantry option (excluding Vulcan Mega Bolter on the Arioch Claw), with a statline most anti-tank weapons would kill for. *'''Mori Quake Cannon:''' 280", Heavy 3d6, S14, AP-5, D6, Blast and ignores line of sight. Your all-rounder weapon, boasting better stats than an uncharged Sunfury. *'''Sunfury Plasma Annihilator:''' 72", Heavy 6+d6, S12, AP-4, D5, Blast. Overcharging gives you S14 and D8, but hit rolls of 1 inflict four mortal wounds against the user. '''Any One Carapace Weapon.''' *'''2x Apocalypse Launcher:''' 24"-200", heavy 2d6, S8, AP-2, D2, Blast and ignores line-of-sight. Ignoring line-of-sight is mostly a joke, since it's mounted on the highest point of the tallest model in the game. *'''2x Laser Blasters:''' 72", Heavy 3d3, S16, AP-4, Dd6+3, Blast. The carapace weapon for fighting other Vehicles, the rate-of-fire, S, and D should be enough to at least cripple, if not outright kill, the main combat tanks of other armies. '''Misc. Weapons.''' *'''Warlord Feet:''' With A4, S User (9), AP-4, and D5, each attack also makes two hit rolls. *'''2x Ardex-Defensor Maulers:''' 36", Heavy 6, S6, AP-2, D2, and hits on 5+ on overwatch. *'''2x Ardex-Defensor Twin Lascannon:''' 48", Heavy 1, S9, AP-3, Dd6, and hits on 5+ on overwatch.
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