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=Titans= ==Warhound Scout Titan== ===Weapons=== *Arm Weapons **'''Turbo Laser Destructor''': A "Jack of all trades" that pressed into cracking shields, as you can push the reactor to gain shieldbane on its shots, however the low dice count hampers you here so aim for armour where you can. Also, pushing your reactor is a risky trade, as one bad roll can set you overheating, so only use shieldbane when you ''need'' those shields down. Strong enough to reliably punch damage through once the shields are down, they're also great for calling shots on damaged components to score some critical damage from a safe distance. It's a great multi-purpose weapon, ideal for applying pressure from mid-long range. Use your manuverability to keep clear firing lines and take advantage of coordinated strike to really lay on the hurt! **'''Vulcan Mega-Bolter''': A brilliant weapon for collapsing void shields and hammering home those last few points of damage on critical components. Called shots at short range into damaged components is a great way to rack up that critical damage track. A single one works best paired with a plasma blastgun, as both weapons want to be in close, and their profiles complement each other well. Bringing two is great for busting shields and capitalising on damage done by other titans, but can leave you a bit toothless against the front of larger titans if they're undamaged. **'''Plasma Blastgun''': Arguably the most practical weapon for harming opposing titans. With two shots and the ability to boost itself to S10 (with a risk to it's reactors), it has a very good chance of cracking Warlords. All the more so when behind them. It's a blast weapon with 2 dice, so will chew through Knight banners with glee, but prepare for scatter if you're shooting danger close. It can reliably score 4 hits on Titans, which helps with pushing through those last few layers of void shields, but you want to be hitting armour with this where possible. Pair with a vulcan mega-bolter for a solid short-range brawler. **'''Inferno Gun''': As a teardrop style template that auto hits the target and can put a lot of hurt on Knights or other Warhounds, landing several hits on the lead target. With the strength buff from side or rear shots it can threaten larger titans later in the game with a surprising amount of hits, even if the target is obscured. **'''Ursus Claw''' (Forgeworld): It's here! Ignores void shields, but only has a singular shot and will require multiple claws and a coordinated strike to do anything. '''Impale''' means you don't make an armor roll, instead rolling D6+Strength+1 per additional Ursus Claw that's co-ordinating fire and comparing the result to the scale of the titan. If you roll a natural 1 you take a devastating hit to your legs and a S7 hit to the weapon for each titan that attacked. Under or equal to the scale? Roll a D6; On a 1-3 turn your target right, 4-6 turn them left. Finally, if you're greater than the scale your target turns AND takes d3+1 devastating hits to the legs. Legio Audax get +1 Strength to their Ursus Claws. **'''Natrix Shock Lance''' (Forgeworld): A similar claw with +1 strength but doesn't get Impale. instead you get '''Shock''' - if it causes a direct, devastating, or critical hit, on a 3+ it will shutdown that titan for the rest of the turn. Also bypasses void shields. ''Very risky to use, but if you're lucky a Warlord can be permanently locked out the fight by a single Warhound, giving the rest of the battle a favourable tilt to you.'' ===Squadrons=== Warhounds have the incredible benefit of grouping up into squadrons of up to three. This brings a number of benefits: *'''Deployment''': Squadrons are deployed together as one unit - so three Warhounds can be deployed simultaneously as opposed to, for example, a single Warlord. *'''Activating Squadrons''': Squadrons are activated as one unit in each phase, and all members of the squadron must move, shoot, and in general do everything else simultaneously. 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'd like. *'''Coordinated strikes''': Squadrons can also declare they are conducting a coordinated strike - improving armour rolls. Most practical if a titan's 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 member's void shields. This allows you to use 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 destroyed 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! However, arming a titan with two of these is not recommended because the first attack could knock your target out of range of the second fist, instead pairing one of these with a chainfist (and attacking with the chainfist first) is better if you want to build a brawler reaver. **'''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''' destroy shields and smaller opponents, but might need to fire into side or rear of larger opponents to do damage when shields are gone. *'''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''' (Forgeworld): Same as the Warhound's <s> but lacking in the short range accuracy buff</s> (Nope, FAQ'ed), can be handy to dissuade flanking Knights or used to strip voids, especially with a split fire order while the main cannons focus on something in the distance. ** '''Warp Missile Support Rack''' (Forgeworld): A single use Warp weapon, this weapon seems to be useful when you are facing a small number of enemy Titans. With good accuracy (and almost guaranteeing a hit if you have access to rerolls) you're '''going''' to do damage with it. It might not be worth it to give up a weapon slot for this effect, even so. However, Loyalist titans can turn arm their missiles with horiffic Vortex warheads, while Traitor Daemon-Corrupted titans can use an upgrade to reform their missiles every other turn (check your opponent is okay with this as it's possibly an abuse of RAW and could result in a punch to the nads). ==Warbringer Nemesis Titan== ===Weapons=== *Arm Weapons **'''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. This is likely a good choice due to the range on the weapon - but time will tell. **'''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. The Nemesis has a decent reactor, so can comfortably use this, and its range is well suited to its likely role. If taking the Belicosa, you probably don't need this. That or you need two and to name your titan Krakatoa. **'''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. If you're worried about knights hunting this down, this can lay the hurt on them. **'''Gatling Blaster''' destroy shields and smaller opponents, but might need to fire into side or rear of larger opponents to do damage when shields are gone. *Carapace Weapons Make note that, as carapace weapons, these guns have a corridor firing arc and can't shoot at reavers or smaller within 9". **'''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 Warbringer with, this is a safe choice no matter the occasion. It is a blast, so don't count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders. **'''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 either. ==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 that 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''': A solid all rounder, good number of shots and able to boost its strength. While its range is not the biggest, its not the worst either. Good for finishing titans off when closing in or using to help drop shields if desperate. **'''Macro Gatling Blaster''' (Forgeworld): A decent enough weapon. While hampered by its range it can be used to drop shields nicely, and with its reasonable strength and ordnance, it can do a fair amount of damage to titans (particularly smaller ones). It can also pose a threat to knights, but beware their saves. **'''Mori Quake Cannon''' (Forgeworld): 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. It is a blast, so like the Belicosa, don't count on it to finish anything off. It is compulsory to fire this at a banner of knights with full stride or charge orders. *Carapace Weapons **'''Vulcan Mega-Bolter Array''' (Forgeworld): The ultimate in void shield removal technology. Twelve shots, an ungodly hail of dakka itself, with even more shots on 6’s. Somewhat limited range but you’re not hindered 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''' (Forgeworld): 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. They are also 15 points cheaper. Other than that they're bog standard lasers with S8 and shieldbane capabilities. **'''Paired Laser Blasters''': These have an additional two shots over the destructors, but suffer 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''' (Forgeworld): A strong contender, while lacking in range, they can strip shields comfortably and then cause enemy titans some pain with their strength and ordnance rule. Definitely worth using. Note that this was FAQ'd to have the same firing arc as the rest of the Warlord carapace weapons. ==Warmaster Heavy Battle Titan== It should be noted that one of the Warmaster's biggest strengths is actually its 6 servitor clades. mathematically, you should be able to relight void shields every time you roll, in addition to pushing them up several notches. combine this with its monstrous reactor track, heat is much easier to manage, but don't be lulled into a false sense of complacency. between its plethora of heat-generating weapons, the fact you'll probably be pushing voids to full alot, and all the other heat-generating actions, heat is still important to keep an eye on. ===Weapons=== *Arm Weapons **'''Suzerain Plasma Destructors''' These guns are genuinely obscene - imagine a melta cannon and a plasma annihilator had a child, and then that child recieved astartes augmentations. it has three shots to the annihilator's four, but then you see it has strength 11 base like the melta cannon, as well as an additional six inches to range. already, that's a solid trade off with maximal fire. then you see the +1 to hit at 16" or less, and the fusion (draining). oh yeah, it's all coming together. these guns want to be up close and personal. Don't do maximal fire and fusion at the same time - against most targets, both would be overkill, and the risk of potentially 5 heat per gun isn't worth it. maximal fire at targets over 16, fusion on those under. Anything that loses its voids in front of a pair of these is going to die. *Shoulder Weapons **These are ''not'' carapace weapons, so while you may at first glance think 'why does the warmaster have weaker shoulder guns than a warlord?' these are actually overall better. firstly, they have frontal fire arcs and not corridor, and secondly, you can fire them at things that get within 12" of you. also, they don't have to be the same on both shoulders. **'''Turbo Laser Destructors''' Same jack-of-all trades gun you know. can put out some extra damage if needed, and strip shields in a pinch. however, you want to be judicious with shieldbane (draining) on this thing. **'''Apocalypse Missile Array''' the cheapest option, but lacks shield-stripping power due to only having three shots. skip unless you're trying to shave down points. **'''Vulcan Mega-Bolter''' probably the best choice of shoulder guns, as the plasma destructors already do incredible damage to armor. Mega-bolters will make the Warmaster self-sufficient by allowing it to strip shields with surprising ease. also doesn't generate heat. **'''Melta Cannon''' still murderous, but has overlap with the Plasma Destructor. Can be nice if your target just barely survives the main armament. **'''Plasma Blastgun''' same as above. has two shots instead of one, but has lower strength, even with maximal fire. **'''Inferno Gun''' might be useful if you're swarmed by knights, but 99% of the time, any of the other options will serve you better. skip. *Carapace Weapons **'''Revelator Missile Launcher''' this one is carapace, with all the limitations that entails. however, it will do damage at range. +1 to hit between 24" and 48", ordinance, and concussive means it will bully things trying to distance you out. ===Ancillary Reactor Systems=== **'''Plasmatic Locomotors''' +1" to both speed characteristics, but if you declare Power to Locomotors! or Power to Stabilizers! you get -2 to hit on all non-melee weapons (which is all of them, currently). Combos very nicely with the Experimental Locomotors stratagem for a terrifyingly fast monster. **'''Infusive Supercoolant''' one use only, allows you to vent heat on a 2+ instead of a 4+ for a turn. a nice 'get out of jail free' card, as suddenly you can reduce an incredible amount of heat in one go. In most scenarios this means you're gonna use 5/6 of your repair dice, not 3/6.
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