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Made in gb
Ancient Space Wolves Venerable Dreadnought





 Valkyrie wrote:
Bit confused about the wording for Astorum's War March

Titandeath Page 19 wrote:...a Legio Astorum Titan can choose to add 2" to it's boosted Movement characteristic. If a Titan uses this boosted speed, then whenever it is required to roll the Reactor dice, it must roll twice and choose the least favourable result...


Myself and others have played it as "You can choose to add 2" whenever it moves, and must roll twice when boosting the movement", but the wording seems to imply that "you have to roll twice for any reactor activity, such as Draining or Voids to Full".

Any ideas on what is correct?
When you boost, you can choose to add another 2” to that boosted move for the cost of rolling an extra reactor die and discarding the better result.
I’m pretty sure the extra roll only apples to that boost-move and only if you choose to add the extra movement.
If, for some reason, you have to roll more reactor dice during that move, the rule would apply then too, I think. Definitely if some Effect is forcing you to roll two dice for boosted movement already; then you’d roll four dice and keep the worst two. Or two pairs of dice and keep the worst from each.


The really question to my mind is which is the “worst” roll for this rule. Specifically when you roll an awakened machine spirit and a double-push…

This message was edited 2 times. Last update was at 2019/04/11 18:58:50


"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Fixture of Dakka






It’s really bad rules writing to say “worst” result when there’s no established order of “best to worst”. Like Mr Rose said, Awakened Machine Spirit and double reactor push can both be considered “worst” by different people or in different situations.

"The Omnissiah is my Moderati" 
   
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Been Around the Block




In regards to the merged shields discussion for warhound squadrons (and Regia Maniple)

I refer back to the spirit of the game from the '88 version of adeptus titanicus (I still have the rules) in which all Titans (at that time we only had warlord titans) could merge shields, and a shielded titan could expand its shields to protect an unshielded titan (the rules back then were written with a lot more detail and clarity I feel )

If one of the warhounds has zero shields and another in the squadron does have void shields, then yes, can still "merge" shields to protect the unshielded titan

In our games, we follow the standard shield rules in conjunction with the squadron rule,
the player uses the best shield save from the squadron, and then chooses which titan shields are removed from, can spread them out, or put all the hits on one titan and perhaps blowing out the shields (eventualy 1 titan will hit zero shields and blow out befor the other titans and the blow out, per the rules, any remaining hits are lost and do NOT transfer)
we have had zero issues, zero game ballance issues,
as many have stated, the benefits might seem powerful, but the handicap of trying to keep maneuver and keep the titans in base to base contact is a challenge

the biggest grey area is when it comes to shields to full, pushing the reactor to get reroll of 1's for failed shield saves and definatly needs clarification in the official FAQ
to solve this issue, we do the following:

NOTE: you target a single titan with a weapon attack, you do not target an entire squadron, even though multiple titans in a squadron could be hit by a blast template

the single TITAN that is TARGET of the attack is the only one that can REACT to the attack, and thus is the only one that can push shields to full, IF the target has no shields, they can not react, and thus can not push the shields, however they can still receive shield saves by being in a squadron and the failed saves worked out as written above

While this might seem a powerful ability, smart and proper target selection and shooting has proven that merged shields are not even close to being over powered as some would think

high volumn low strength fire power forcing the defender to blow out the shields of one of the titans (and perhaps pushing the reactor significantly in the process) then focus fire on the unshielded titan, in this instance, he can no longer push all shields to full to get rerolls even though he will get shield saves. Now comes another tactical decision, continue to use low strength weapons on the squadron, in which case the defender has to choose to use merged shields to protect, or gamble that his armor will protect him

in regards to the regia maniple, shoot the hell outa the warhound, its got extremly limited reactor in comparison to the warlord, it can only push it so far

   
Made in gb
Regular Dakkanaut




 Valkyrie wrote:
Bit confused about the wording for Astorum's War March

Titandeath Page 19 wrote:...a Legio Astorum Titan can choose to add 2" to it's boosted Movement characteristic. If a Titan uses this boosted speed, then whenever it is required to roll the Reactor dice, it must roll twice and choose the least favourable result...


Myself and others have played it as "You can choose to add 2" whenever it moves, and must roll twice when boosting the movement", but the wording seems to imply that "you have to roll twice for any reactor activity, such as Draining or Voids to Full".

Any ideas on what is correct?

You are definitely playing it right. "If a Titan uses this boosted speed, then whenever..." Using the boosted speed is a spur-of-the-moment thing that any Astorum titan can choose to take during any move. It's not something you declare \at the start of the game "These two Titans will be using War March in this battle, but these three won't". So it only applies to boosted movement, and even then only when you choose to take the extra 2" on top.

For least favourable, I'd suggest to house rule always [Reactor1 + machine Spirit]>>[Reactor 2]>>[Reactor 1]>>[Blank]. Reactor 2 sucks, but outside of specific game situations, risking your titan not acting as you want is probably generally worse than 2 reactor jumps. Alternatively, it's fairest to always let your opponent decide which result is "worse" in any given situation.
   
Made in us
Fixture of Dakka






But then you run into situations where two reactor advances leads you to take damage, but one advance with machine spirit makes you potentially do something you don’t want to.

Which is the “worst” result?

I love this game but dodgy rules writing like this is inexcusable, especially considering who wrote it.

"The Omnissiah is my Moderati" 
   
Made in fi
Longtime Dakkanaut






The order for least favourable in my opinion and experience would be 2 heat > Spirit > 1 heat > 0 heat, seeing how the Spirit result most often doesn't actually result in anything besides one heat. As long as all players are clear on what they hold out to be the correct order in the beginning of the game, 2 heat or Spirit, just take that and go with it. "The opponent decides" would also be cool as a house rule.

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Made in hr
Been Around the Block




Croatia/Zagreb

If we take into a consideration the spirit of the rules, then 2 reactor dice is worse than 1 reactor + machine spirit because you are pushing your reactors to do this extra movement, and then you push it some more to move more. So, what is more "damaging" to titans plasma reactor? To become more unstable and closer to meltdown (2 reactors dice), or that titans machine spirit rebels because you are asking too much from it? (1 reactor + spirit)
To me its clear that 2 reactors dice is worse, and everybody I played with agrees, but for official sanction we will have to wait for FAQ.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





We have a FAQ!

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Regular Dakkanaut




 crnaguja wrote:

To me its clear that 2 reactors dice is worse, and everybody I played with agrees, but for official sanction we will have to wait for FAQ.


Engaging "Smug Mode"

This message was edited 2 times. Last update was at 2019/04/26 19:41:32


 
   
Made in gb
Lord of the Fleet






London

Glad they've cleared up the Knight charging shenanigans, and toned down the number of attacks you can generate.
   
Made in gb
Regular Dakkanaut




 Valkyrie wrote:
Glad they've cleared up the Knight charging shenanigans, and toned down the number of attacks you can generate.

Were many people playing it the more powerful way? Until the author's clarification appeared a few months ago I thought that was what the rules meant. Is this likely to make knights much less popular?
   
Made in fi
Locked in the Tower of Amareo





Few months? That was like within month of game coming out!

2024 painted/bought: 109/109 
   
Made in gb
Lord of the Fleet






London

Patriarch wrote:
 Valkyrie wrote:
Glad they've cleared up the Knight charging shenanigans, and toned down the number of attacks you can generate.

Were many people playing it the more powerful way? Until the author's clarification appeared a few months ago I thought that was what the rules meant. Is this likely to make knights much less popular?


I've seen in a few battle reports where Knights are charging round corners, and even cases where the actual distance moved from A to B was about 2", but they guy's said "yeah they move 5" out then 5" back in" to get an extra 9 attacks.

I'm glad that Knights now can only charge in a straight line, and they've toned down the number of attacks. It seemed a bit too powerful for a squad of 3 to get 12 attacks on the charge hitting on 2+ with automatic targeting.


Automatically Appended Next Post:
Additionally, just want to clear up a rules query; if I awake the Machine Spirit but pass the command check, do I still make the action or does it cancel wherever or not I pass the test?

This message was edited 1 time. Last update was at 2019/04/29 10:29:44


 
   
Made in fi
Longtime Dakkanaut






You make the action, as the Spirit doesn't wake.

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Made in gb
Ancient Space Wolves Venerable Dreadnought





OK, here’s one for the collective: what does it mean for a weapon to be “critically damaged” as on the new main gun cards for the Warbringer?

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Been Around the Block




I see that Legios replacing titan types in maniples no longer benefit from some of the special rules of that maniple, was that expected? all the titanicus guides ive read suggested people thought otherwise, and plenty of fun was to be had putting different titans into maniples. Im still new to AT so dont know if this was covered before or frowned upon. Seems to have trod heavilly on Legio Fortidus (the legion i was planning to play).

Q. In a similar vein, when a Titan is replaced in a maniple with a Titan of another class due to a Legio Trait, does that Titan benefit from all the rules the replaced Titan would, some of them, or none of them?
A. It depends. Any non-specific rules apply to the Titan, i.e., any that do not specify the class of the Titan, but not those which specify the class of the Titan if it is different. For example, if the Reaver from a Venator Light Maniple was replaced with a Warlord Titan, the Warlord would not benefit from the Opportunistic Strike rule – this specifically references a Reaver Titan. However, if a Reaver from an Axiom Battleline Maniple was replaced by a Warlord, the Warlord would benefit from the Might of the Omnissiah rule as that refers to any class of Titans in the maniple.

This message was edited 1 time. Last update was at 2020/02/18 13:04:59


 
   
Made in fi
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They never did, this was precisely as expected. Gives Fortidus a unique quirk and in general means allrounder maniples are more flexible than those built around singular lead engines.

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Made in gb
Been Around the Block




 Sherrypie wrote:
They never did, this was precisely as expected. Gives Fortidus a unique quirk and in general means allrounder maniples are more flexible than those built around singular lead engines.


Ok thanks, a lot of the reviews id read had suggested otherwise but good to know there is still use in playing them the correct way. As I say, still new to this so going more off what Ive read as im still building titans so not played yet.
   
Made in fi
Longtime Dakkanaut






In other news, I just read Shadow and Iron and spotted a nicely secluded rule clearance about the intent of Titan Hunter Infantry stratagem, again in the narrative section. Page 71, Battle of the Aquila Atoll:

"...[mission details about marker placement]. However, THI markers are not removed after they fire like normal, instead staying upon the battlefield until they are destroyed."

So the debate on THI when DoM was released, about do you always have just the two markers or do you get new ones every turn on top of the previously placed, is therefore resolved. Only two teams at a time normally, you may now sleep peacefully.

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Made in gb
Lord of the Fleet






London

Just wondering if I can have some clarification on how merging Voids works?

Played a game a couple of weeks back, the guy was running a Fortis Maniple with 4x Warlords, base to base to merge their shields.

A - B - C - D

If I shot at D for example, he would push A's reactor to reroll 1's on D's shields. If the shields dropped he would take them off B. If I then decided to shoot B he would push C's reactor to reroll the shields, and take them off D.

I drop B's shields at last, but for any future hits against B, he's still pushing A's reactor and taking them off A's shields.

In his turn he rolls repair for A and uses it to reignite B's shields.

Is this the correct way to do it? I have doubts as otherwise it's a damn-near impenetrable shield wall and not fun to play against at all.

On the other hand if it is correct, how could I actually take this list on? His placement meant I couldn't outflank them without getting out of arc, and anything that did threaten him was quickly Quaked out of arc.
   
Made in gb
Revving Ravenwing Biker



Wrexham, North Wales

A titan can't repair another titan's void shields. Merging shields is for resisting attacks only.

Titan's doing a testudo are a tough nut to crack, but the number of weapons tht ignore shields is increasing and I find 'Static Rain' to be a helpful stratagem under such circumstances. If you can weather the fire then the curse of Merging will manifest - all the titans will have hardly any shields between them.
   
Made in fi
Longtime Dakkanaut






That is not correct.

First, shields can only be merged if the titans in question are in base contact, so if they were in a line A can not merge with D. Second, repair rolls never affect any other engine, so only B can raise B's shields. Third, how are you having problems outflanking the most ponderous thing in the game (btb stuck warlords) when that's like 2000 points and you could have so much more activations on board half of their shots cannot even get you in their arc? Fourth, a close formation like that is dead in the water against melee Reavers, plasma blast showers, Quake cannons, strafing runs and artillery support.

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Made in gb
Lord of the Fleet






London

It's more that his positioning meant he could cover a wide proportion of the board despite not having to move, closing the gap was difficult due to the Quake Cannons.
   
Made in fi
Longtime Dakkanaut






Remember Quake only works against unshielded targets, you should be able to close in the beginning quite happily. If they can also fire all the time without moving, get more terrain.

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Made in gb
Moustache-twirling Princeps




United Kingdom

The Adeptus Titanicus FAQ and Errata has been updated.
   
Made in fi
Longtime Dakkanaut






Noting that the FAQ was updated:

- Warbringer top gun now has Carapace
- Tracer Cloud and Concealment Barrage are used at the Strategy phase instead of any phase

All good.

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Made in no
Longtime Dakkanaut






So is a knight household force counted as a maniple?

I still cant seem to get any answere from GW if a houshold can take titans as reinforcments........

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Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in ca
Horrific Howling Banshee




Montreal, Canada

It says you can take Titan reinforcements, but not maniples.

Look up the doom of molech FAQ section.


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Made in fi
Longtime Dakkanaut






 FrozenDwarf wrote:
So is a knight household force counted as a maniple?

I still cant seem to get any answere from GW if a houshold can take titans as reinforcments........


It is not. When you build a battlegroup, you either do that around maniples or lances. Both cannot be in the same army. This also sets what list of stratagems you are using.

A household can take titans as reinforcements, but they are individuals. They can have Legio rules, though, just not maniples.

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