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Made in us
Jealous that Horus is Warmaster



Boston

My first (theoretical) maniple, Legio Gryphonicus - Axiom with Reaver substitute for the Warhound.
(Note: this is a bit of a compromise due to the release schedule and my likely budget, which probably won't extend to more than one Warlord)

"Firestorm" pattern Warlord (480 points)
Paired gatling blasters (carapace)
Mori Quake cannon (arm)
Sunfire plasma annihilator (arm)

"Duelist" pattern Reaver (310)
Laser blaster (arm)
Volcano cannon (arm)
Apocalypse missile launcher (carapace)

"Charger" pattern Reaver (340)
Chainfist (arm)
Melta cannon (arm)
Vulcan mega bolter (carapace)
(Motive sub reactors)

Total = 1,130 points

The warlord (tentatively named igne deo) may claim an enemy warlord as his target but will likely use the quake cannon on any knights/targets of opportunity as he advances upfield (probably using full stride on T1). I also kinda want to swap the quake cannon for a macro gatling blaster, for lots of dice, but I'm nervous about having no weapons with range greater than 24".

The charger will probably advance up a flank, possibly using split fire orders & the 360° arc of the VMB to snipe knights/knock out shields on the way until he can charge (and?/or?) shoot from w/in shield range.

The duelist (might need a different name... archer?) will probably hang back relative to the others using split fire to strip shields or fire first (part of me wants to use strategy points for a plasma generator and have this guy hang out next to it).

In general I was aiming to have a maniple that could leverage the extra order-giving ability of the maniple but still have a good ballance. I'm a bit nervous about knights, but I tend to think this will do okay w/o knight support (and probably won't see many in maniple vs maniple games at the skirmish level until the 'hounds are released).

Thoughts/ comments/ criticism welcome
   
Made in fr
Fresh-Faced New User




I'm looking to make an assault maniple for around 1k points, something that can bring down heavier titans but dance with light forces. I do have a warlord, but it's probably going to get left at home for the time being..

Reaver (300)
Apocalypse missile launcher
Volcano cannon
Gatling blaster

Reaver (305)
Vulcan mega-bolter array
Power fist
Laser blaster

Warhound (230)
Turbo-laser destructor
Plasma Blastgun

Warhound (210)
Turbo-laser destructor
Vulcan mega-bolter

1045pts.
So one of the reavers will find some nice cover and provide fire support while the other advances to (hopefully) bring its CCW to bear on small enemy titans. The warhounds will harass down either one or both flanks, hoping to split fire away from the reavers and harass any knights that might be around.
Depending on what i'm fighting, the power fist might get swapped out for something ranged. I'd be nervous about closing on large numbers of enemy knights, for instance.
   
Made in us
Mekboy Hammerin' Somethin'






I am waffling between a couple of lists. Though 1250 is harder to build for. . . hmmmm

Venator maniple

Reaver (310)
Gatling Blaster
Turbo Laser Destructor
Laser Blaster

Warhound A (240)
Plasma Blastgun
Plasma Blastgun

Warhound B (240)
Plasma Blastgun
Plasma Blastgun


Questoris Knight Banner Alpha (290)

5 Knights
2x Thermal Lance each

Questoris Knight Banner Beta (165)

3 Knights
Questoris Melee Weapon each
Rapid Fire Battlecannon

total 1245

This will be a fun list. I can runn it as 4 or 5 activations nicely

   
Made in hr
Been Around the Block




Croatia/Zagreb

I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.
   
Made in ca
Commander of the Mysterious 2nd Legion





 crnaguja wrote:
I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.


Plasma blast gun and vulcan mega bolter seem like an excellent mix for a balanced loadout for a warhound IMHO.

Opinions are not facts please don't confuse the two 
   
Made in us
Mekboy Hammerin' Somethin'






BrianDavion wrote:
 crnaguja wrote:
I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.


Plasma blast gun and vulcan mega bolter seem like an excellent mix for a balanced loadout for a warhound IMHO.


One of my favorites actually. The Destructors are interesting but dangerous and you really want the pushes for extra speed
   
Made in ca
Commander of the Mysterious 2nd Legion





 Lysenis wrote:
BrianDavion wrote:
 crnaguja wrote:
I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.


Plasma blast gun and vulcan mega bolter seem like an excellent mix for a balanced loadout for a warhound IMHO.


One of my favorites actually. The Destructors are interesting but dangerous and you really want the pushes for extra speed


I think it's a good sign that the most common load out in the fluff is proably the most balance over all for table top

Opinions are not facts please don't confuse the two 
   
Made in fr
Fresh-Faced New User




 crnaguja wrote:
I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.

The turbo-laser is only draining if you're using it for shieldbane. Fired normally, it's not.
   
Made in us
Mekboy Hammerin' Somethin'






Ecrivain wrote:
 crnaguja wrote:
I'm reluctant to give warhounds anything that has draining trait. They are only 2 holes from orange reactor status, and a STR 9 hit to the body on warhound is bad. Vulcan mega bolter looks like a nice option, if you are in squadron and get into flank/rear, it becomes a real danger.

The turbo-laser is only draining if you're using it for shieldbane. Fired normally, it's not.
Which makes them great because in a squadron you can coordinate fire and each one gets to decide to shieldbane or not
   
Made in au
Torture Victim in the Bowels of the Rock





"Firestorm" pattern Warlord (480 points)
Paired gatling blasters (carapace)
Mori Quake cannon (arm)
Sunfire plasma annihilator (arm)


I ran this in my first (and as yet, only so take with plenty of salt), the issue i found fast was that you dont have the range on the plasma or blasters. With 2 reavers that want to get close, you proably want your warlord to stay back and hit from range. i prefer Quake, Volcano and Missiles for a ranged warlord
   
Made in us
Major





California

I figure the further ahead you advance a warlord the more likely it will get caught up in trouble. Better to make it a firing platform using first fire and just delete knights, pop shields from range. The quake/volcano/missiles seems like a good idea. The volcano cannon can wipe out a knight squad without too much trouble. If you want to take a more daring close up style then maybe consider the plasma/fist.

The issue I find with giving a warlord a melee weapon is the enemy will be terrified of it and make sure you probably won't get the chance to use it unless you get lucky. So it could end up being a waste of points...then again, if you factor in rule of cool then it might be worth it. The plasma annihilator seems awesome though. If I was running more than 1 warlord then i'd definitely take one just cause.


 
   
Made in ca
Commander of the Mysterious 2nd Legion





 Thargrim wrote:
I figure the further ahead you advance a warlord the more likely it will get caught up in trouble. Better to make it a firing platform using first fire and just delete knights, pop shields from range. The quake/volcano/missiles seems like a good idea. The volcano cannon can wipe out a knight squad without too much trouble. If you want to take a more daring close up style then maybe consider the plasma/fist.

The issue I find with giving a warlord a melee weapon is the enemy will be terrified of it and make sure you probably won't get the chance to use it unless you get lucky. So it could end up being a waste of points...then again, if you factor in rule of cool then it might be worth it. The plasma annihilator seems awesome though. If I was running more than 1 warlord then i'd definitely take one just cause.


granted the fist might be worth it for the terror factor all together, just it's precense alone could create a "doom bubble of avoidance" around your Warlord that might prove useful.

Opinions are not facts please don't confuse the two 
   
Made in us
Jealous that Horus is Warmaster



Boston

AccidentalCultist wrote:

I ran this in my first (and as yet, only so take with plenty of salt), the issue i found fast was that you dont have the range on the plasma or blasters. With 2 reavers that want to get close, you proably want your warlord to stay back and hit from range. i prefer Quake, Volcano and Missiles for a ranged warlord


Yeah, I started having serious second thoughts about that weapons loadout on the Warlord. The paired gatling have so many dice, but the range is so limited... and only a 14" window to shoot 'em at anything smaller than another Warlord.

I might do a variation on this (gatling blasters, sunfury & power fist perhaps) for a myrmidon maniple in high point games when I'm pretty sure I'll see more than one enemy warlord... but it's not a great "starter" idea
   
 
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