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Made in us
Executing Exarch




 Overread wrote:

I fully expect the pattern for AT to be:
1) Release more Titans and Knights and ugprade packs
2) Release Chaos Warped/alternate titans using core kits with alternate armour and chaos weapons.
3) Release fully unique Chaos titans
4) XENOS - probably starting with Eldar and Orks.
5) Tyranids (might come with Genestealer cult pack for warlord/knights)
6) Tau and Necrons and other stuff


I also wouldn't be surprised if we see some anti-titan vehicles, such as the Shadowsword Tank. It mounts a Volcano Cannon as its primary weapon, which means that it's a threat to titans. But it doesn't have much else. Putting it into the game would be a way to diversify a bit, while still maintaining a question mark about whether or not they're ever going to remake Epic.
   
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Opps, must have overlooked your post, MDG...

Casual gaming, mostly solo-coop these days.

 
   
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






No worries

Kind of tempted by the Knights and the Warlord. On account existing Warlord isn’t magnetised. I consider the original loadout pretty flexible in a mixed Maniple anyway!

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 Mad Doc Grotsnik wrote:
No worries

Kind of tempted by the Knights and the Warlord. On account existing Warlord isn’t magnetised. I consider the original loadout pretty flexible in a mixed Maniple anyway!


Must say that the way they've painted that Warlord I do fancy ordering one. Hes got that "come and 'ave a go if you think yer 'ard e'nuff" look about him.

Casual gaming, mostly solo-coop these days.

 
   
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Locked in the Tower of Amareo





SamusDrake wrote:
Not much to report but still news nonetheless. The new Warlord and Knights are due for release next week...

https://www.warhammer-community.com/2018/11/18/coming-next-week-project-boxes-tiny-titans-and-heroes-of-middle-earth/


Excelent. Warlord is pass likely due to wanting all weapon sprues for all titans but knights I think I'll add 2 boxes initially to bolster my # of knights to 22! Tear down those titans(and die in process...Being knight pilot is tough job. Even if you succeed in taking down your pray you are likely to die as a result!)

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California

So are the new knights getting their own command terminal? How are we going to get the unique rules for them I'm not sure gw has said anything about that

 
   
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 Thargrim wrote:
So are the new knights getting their own command terminal? How are we going to get the unique rules for them I'm not sure gw has said anything about that


It’s a little confusing that they’ve not spelled it out, but I’d assume if the rules don’t come anywhere else they’ll be in the box.

Also kind of important: How many max knights in a Lance? If it works like Cerastus did, I guess one box is a minimum/half a maximum Lancer Lance?
   
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changemod wrote:
 Thargrim wrote:
So are the new knights getting their own command terminal? How are we going to get the unique rules for them I'm not sure gw has said anything about that


It’s a little confusing that they’ve not spelled it out, but I’d assume if the rules don’t come anywhere else they’ll be in the box.

Also kind of important: How many max knights in a Lance? If it works like Cerastus did, I guess one box is a minimum/half a maximum Lancer Lance?


Maybe they put out knight command terminal pack with normal knights and these in it? Would also fix annoyance of those regular knight terminals only being on rule set currently. How many rule sets you are expected to buy anyway?-)

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Ultimately, we just don’t know one way or the other at the moment,

I’m hoping they’re in the box, or at least a perfunctory version. I’m not massively keen on having to make two purchases to be able to use them.

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Just curious - as I've yet to get the rule set - but what units do they cover in the core rule book? I'm assuming its just the four released so far...

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Yup.

Well, the boxed set comes with the rules at any rate.

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SamusDrake wrote:
Just curious - as I've yet to get the rule set - but what units do they cover in the core rule book? I'm assuming its just the four released so far...


None whatsoever. Units use resource tracking sheets that double as their statblock.

Mildly annoying early on when you’re trying to memorise the ruleset, but oh well.
   
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SamusDrake wrote:
Just curious - as I've yet to get the rule set - but what units do they cover in the core rule book? I'm assuming its just the four released so far...

Just to clarify what Mad Doc Grotsnik and changemod said: the core rulebook is sold in a boxed set and cannot be purchased separately outside of bits sellers. That box contains two unit cards for each unit type in the initial releases (Warlord, Reaver, Warhound, non-Cerastus Knights) and a set of weapon cards covering the three Titan types, along with a bunch of cards, counters and tokens needed for play. Oh, and the hard-back rulebook.

People can and have referred to both the rules pack and the rulebook as “the rules”, sometimes even interchangeably.

This message was edited 1 time. Last update was at 2018/11/18 20:29:39


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 Mr_Rose wrote:
SamusDrake wrote:
Just curious - as I've yet to get the rule set - but what units do they cover in the core rule book? I'm assuming its just the four released so far...

Just to clarify what Mad Doc Grotsnik and changemod said: the core rulebook is sold in a boxed set and cannot be purchased separately outside of bits sellers. That box contains two unit cards for each unit type in the initial releases (Warlord, Reaver, Warhound, non-Cerastus Knights) and a set of weapon cards covering the three Titan types, along with a bunch of cards, counters and tokens needed for play. Oh, and the hard-back rulebook.

People can and have referred to both the rules pack and the rulebook as “the rules”, sometimes even interchangeably.


Well, the question was “What units do they cover in the core book”, which following normal GW releases wouldn’t be an unreasonable question.

The rule box is currently the only way to get cards for the knights, kind of annoying if you’d want more than two lances. I’d also say that the weapons cards in the core set are pretty inadequate for most purposes, not catering for much in the way of multiples of weapons in an army except for giving you four belicosas and two twin apocalypse cards.
   
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Well pretty much no GW game actually has units in rulebook. Usually those are in separate codexes. But as rulebook is only available in ruleset which happens to have closest equilavent of codex(command terminals) AT is one of closest game GW has where units could be said to be in rulebook!

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tneva82 wrote:
Well pretty much no GW game actually has units in rulebook. Usually those are in separate codexes. But as rulebook is only available in ruleset which happens to have closest equilavent of codex(command terminals) AT is one of closest game GW has where units could be said to be in rulebook!


To be fair Kill Team and Shadow War: Armageddon have units in their rulebooks and thus assumed they would have the same for AT. I did however overlook the command terminals serving that purpose...which makes sense considering the resource management aspect of the game.

Casual gaming, mostly solo-coop these days.

 
   
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 Overread wrote:
 ImAGeek wrote:
RazorEdge wrote:
Neronoxx wrote:
 Overread wrote:
Imperator is big and likely would easily start to hit the near £100 model bracket. So I figure we won't see one for a long while yet, AT needs a lot more of its core game out, perhaps even as far as Chaos and Xenos before GW can consider building something that big and expensive.


Head Designer was on stream saying they plan to bring new titans to life before they do xenos, and xenos before epic. So, take that as you want.


NIce, other GW/FW Staff says Epic beforce Xenos.


Who said that? I’ve always heard Xenos being a long while away, and Epic being a maybe. Which would imply xenos first, and epic might not happen at all.


Epic isn't just expanding on AT, its a totally different system. Epic would require a totally unique set of rules for itself and would only "share" AT in a sense that you could use the titans, but you'd likely use far fewer of them (esp Warlords) whilst being required to build bigger armies of tanks, troops and such.

Epic is a different product and a bigger investment for GW because it would require a lot more diversity of models and sprues to work.


I fully expect the pattern for AT to be:
1) Release more Titans and Knights and ugprade packs
2) Release Chaos Warped/alternate titans using core kits with alternate armour and chaos weapons.
3) Release fully unique Chaos titans
4) XENOS - probably starting with Eldar and Orks.
5) Tyranids (might come with Genestealer cult pack for warlord/knights)
6) Tau and Necrons and other stuff


Dark Eldar might get an upgrade pack that lets them add more spikes to Eldar Titans, but otherwise are the only main faction that won't have a titan of its own.

Basically we are currently in the Chaos cycle where traitors are still using identical titans. As the AT product matures we'll see the twist of chaos become stronger and stronger.


Of course it all hinges on the sales of AT and also GW's production capacity and focus

Almost certainly the Xenos here means Orks and Eldar, then you'll get Epic - then Tau/Tyranids/Necron.
   
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changemod wrote:
I’d also say that the weapons cards in the core set are pretty inadequate for most purposes, not catering for much in the way of multiples of weapons in an army except for giving you four belicosas and two twin apocalypse cards.


Yup. This is particularly glaring with the Warhound release, which has two Warhounds in the box. But you only have one card for each weapon in the rules box. Of course, making your own cards isn't that difficult. But it is a bit of a glaring omission.

As for the new knights, they're being packaged two to a box, unlike the Questoris knights (which were three to a box). I'm guessing that the control cards for them will initially be released as a separate purchase (much like GW has done with the additional cards for the titans), and possibly included in Titan Death when that product shows up.
   
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They've said on FB that Command Terminals for Knights (both Questoris and Cerastis) will be up for pre-order alongside the Cerastus models and the new Warlord box this Saturday.
   
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UK

I predict that command terminals will be a bit like Gang War books for Underhive. A product designed to be initially scaled to popularity for the range.

My gut feeling is that GW is still running a bit sensitive to the specialist games and wants to test them out mid-term not just short term launch day. Hence why releases for both those games have been staggered in stages. This makes for a very messy release period and initial year or so of releases because you end up with lots of repeat products; or lots of support products. It bloats the system, but it also scales with the system very nicely.

It means GW is free to end support at any stage and the whole product remains functional. They aren't pre-loading people with command terminals for models that never come; nor are they releasing models unsupported and reliant on WD publications (exceptions being a few things like Chaos and Genestealers in Underhive).

Of course this means that when GW becomes more confident in market support and that the game is selling steady and beyond its launch window, they can do as they've done with Underhive and start releasing more consolidated publications and support material. Material more based on feedback and how the market has reacted to the game. It cleans things up and makes it more attractive to new players.

The only downside is that earl adaptors can get a bit stuck either repeat buying or buying "more" than newer fans need to (as the consolidated products lower the cost to get the same amount of support material).



I think its a poor move on that front, but its a good sensible move on the front of scaling a game to actual market popularity and leaving a get-out option for GW to end support and leave the game in a functional state. Since there is always the chance that a game might peak and fall very fast, but then recover later provided its core functionality is there.

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 Overread wrote:
I predict that command terminals will be a bit like Gang War books for Underhive. A product designed to be initially scaled to popularity for the range.

My gut feeling is that GW is still running a bit sensitive to the specialist games and wants to test them out mid-term not just short term launch day. Hence why releases for both those games have been staggered in stages. This makes for a very messy release period and initial year or so of releases because you end up with lots of repeat products; or lots of support products. It bloats the system, but it also scales with the system very nicely.

It means GW is free to end support at any stage and the whole product remains functional. They aren't pre-loading people with command terminals for models that never come; nor are they releasing models unsupported and reliant on WD publications (exceptions being a few things like Chaos and Genestealers in Underhive).


or it's standard GW "no model no rules" policy to fight against 3rd parties making equilavents before official kit comes.

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tneva82 wrote:

or it's standard GW "no model no rules" policy to fight against 3rd parties making equilavents before official kit comes.


Yes there is that aspect to bundle alongside it as well.

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They're not going to add in Command Terminals for new units because they've not designed those new units. As with Necromunda and Blood Bowl, the performance of the initial release is what informs future development. The content from GW 2 - 4 wasn't in the rulebook not because they wanted to drip-feed it out, but because they hadn't written it yet. Same with AT. They probably had the CAD assets for the Cerastus Knights (subject to the re-scaling process), and an idea of what they should be like, but they're coming later because they didn't have finished rules to put in the initial box.
   
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You won't likely see Tau in the game for a long time - Xenos forces being added are being considered on the basis of "who was here around the time or the Horus Heresy."
Even the orks being added in was going to be based on the time frame of the Beast Arises, which is set just after the Horus Heresy.
I think Orks and Eldar are sensible expectations but anything else is going to set yourself up for disappointment.

But with FW doing their custom knights, we might be able to convert up some sweet House Devine monstrosities
   
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Neronoxx wrote:
You won't likely see Tau in the game for a long time - Xenos forces being added are being considered on the basis of "who was here around the time or the Horus Heresy."
Even the orks being added in was going to be based on the time frame of the Beast Arises, which is set just after the Horus Heresy.
I think Orks and Eldar are sensible expectations but anything else is going to set yourself up for disappointment.

But with FW doing their custom knights, we might be able to convert up some sweet House Devine monstrosities


Based on what? Timeline is free to change. 0% of models are not usable post heresy. No rule needs to be dropped. All it takes to put tyranid expansion is drop name horus heresy from title of expansion

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Rules-wise, that's true. However, the design team has always said this game will be initially focused on exploring titan actions during the Heresy. That's what we'll see first, with non-Imperial units coming later.
   
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UK

Heresy is the core setting because it lets them put down opposing armies with the same models on either side with a legitimate story behind it. It at least halves the amount of money they have to invest because they only have to make one line of models for both sides in the conflict.

The bonus is that titans basically don't change through the ages. So they can advance through the heresy, from just traitors to twisted to full blown warped titans mutated and sticky with chaos oozing out of them. Then they can advance further and throw in Orks and Eldar; further still to Tyranids; then they can time jump again and introduce Necrons and Tau.

And through it all the original Warlords remain viable and in keeping with the setting. It's a fantastic element for the design team that lets them advance the game as far as they feel the market will support it and can leave it at any point without the game being "incomplete."

GW are also being very clear in their language about what is not coming soon in terms of models. They are taking great pains to ensure that whilst we all hope for chaos and xenos, GW isn't promising them to us. If they decide to end AT tomorrow then they've not left out any promises save for pipe dreams of fans.

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 AndrewGPaul wrote:
Rules-wise, that's true. However, the design team has always said this game will be initially focused on exploring titan actions during the Heresy. That's what we'll see first, with non-Imperial units coming later.


Yes. Initially. But that doesn't mean never. Ergo ruling out tyranids etc from future expansions would be silly.

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tneva82 wrote:
 AndrewGPaul wrote:
Rules-wise, that's true. However, the design team has always said this game will be initially focused on exploring titan actions during the Heresy. That's what we'll see first, with non-Imperial units coming later.


Yes. Initially. But that doesn't mean never. Ergo ruling out tyranids etc from future expansions would be silly.

Who ruled them out?
Someone said “not for a long time” not “never ever, neener nyeh!”
Think two years or more; Tau or Tyranid, neither will appear before Orks and Eldar regardless and those won’t happen until they run out of ideas for new Imperial and Chaos Titans. Like the Imperial ‘precursor’ of the old Slaaneshi light Titans.

This message was edited 1 time. Last update was at 2018/11/19 17:59:56


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UK

Eldar fought in the Heresy against the Heretics (not with the Imperium - they made that distitinction).

Where there any engagements that also invovled gargants?

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