Switch Theme:

[Adeptus Titanicus] General Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Sagitarius with a Big F'in Gun





Has anyone discovered any interesting tactics or combinations in Adeptus Titanicus yet? I thought I'd start a thread as I'm excited about the game, yet still haven't had a chance to have a real game yet - so next best thing to doing something is talking about it.

I've done some me vs me mini-games and so far - close combat seems to be very powerful, but not a guaranteed quick kill. And i feel that the power it has in small games will be mitigated a lot in larger games since attempting to flank for CC could open melee-oriented titans up to back attacks.

I've also found that a fist + laser reaver is quite a good deterrent against knight charges. Str8 + shieldbane deals reliable damage to knights even though it can't crit
and the fist is likely to kill at least 1 knight a turn or more if you can get a charge off. Volcano cannons are certain to deal more damage to knights, but the blast can clip your own titans if the knights get into CC.

This message was edited 1 time. Last update was at 2018/09/30 20:03:07


 
   
Made in us
Longtime Dakkanaut





Virginia

I’ll post up my lists tomorrow to see what y’all think.

From what I’ve seen you really need to mix and match weapons for taking down shields and beating up the hull. Tactics really depend on the mission but my two Legios are going to be really different from a theme standpoint.
   
Made in fi
Locked in the Tower of Amareo





Warlord with sunfury, macro gatling blaster and paired gatling blaster is what i tried today. Good thing is it packs hell of a punch with tons of dices and s7 ordance isn't total wimp. Even s5 ordance can get some hits. It's also gentle for reactor so it's tough warlord as you can either push shields or don't need to vent reactor.

Bad thing is range. 24" max for all making targets on turn 1 very unlikely.

Manouver and reactor control seems to be key here.

2024 painted/bought: 109/109 
   
Made in fi
Longtime Dakkanaut






I'm generally curious as to how effective it is to create a balanced set of roles in one's list vs. a specialized strike force. Like can you gain tactical dominance of the battlefield by having a shortranged brawler advancing on your foe while hammering them with a fire support Warlord from afar and so forth instead of going all in with either long or close range equipment. This might of course vary from mission to mission, but thus far my gut would say the combined list does have an advantage, which feels promising for the game.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in fi
Locked in the Tower of Amareo





Excelent question. I think it's bit of risk/reward. Riskiest but most powerful is dedicated shield/armour busters. This will make those roles most effective but problem is if one gets out(destroyed not only way. Manouvering, reactor etc can also take one effectively out of role) the other is screwed. OTOH generalized can leave one unable to do both

For range it certainly makes orders effective when you can happily first fire with long range titan without worrying about having to get others to the range. OTOH again with manouvering situations can change. For example in my game the bog standard warlord was very much suited for first fire and did so nicely turn 1. Was planning to do on turn 2 but then failed 2+ rerollable(maniple+warlord trait) failed and turn 3 sabotage(good bye first fire, say hello to advance). Then I had to turn and start backing away as double fist reaver(what's up with this configuration coming everywhere?) and knights coming up fast.

One reason I like my trio guns above is that it has flexible gunload. Gatling blasters to strip down shields, macro gatling blaster provides 6 S7 ordnance shot which can be used both to strip shields and provide decent punch and sunfury can be used also for both though provides very nice 4 S10 shots...Nice.

Only issue it has is that 24" range...

Paired laser blasters would reduce shield stripping power but more punch(6 S8) but what worries me there is -1 beyond 16" and inside 16" the carapace weapon rule becomes real threat...


Automatically Appended Next Post:
Not concentrating all the titans to roughly same area seems pretty good idea. It makes various orders like emergency repairs and first order less obvious for enemy as if they keep doing those you can flank enemy at which point they are really screwed. Also forces enemy to take that from the get go.

Today my warlords were more or less on same line aiming to utilize the good clear lane to pound at the enemy warlord but apart from the lane being bit narrow so if my 24" range warlord moves in the rear one can't shoot(as it is this turned out to work out allright in the end due to sabotage but that was still bad deal for me...). However there with my warlord having shields being bombarded I had to decide let reaver and knights flank me or emergency repair.

Meanwhile as my units were approaching from same angle he had jolly good time emergency repairing safe from knowledge I wasn't flanking him.

BTW is it just us or is the sabotage strategem bit too good? Feels like for first 2CP it's obvious choice. Ability to stop emergency repair/first order when you want and basically have 1/3(I think) chance of preventing warlord from shooting(advance, shut down) for 1 turn or even flat out shut down. Last game for opponent he lost because his warlord shut down losing void shields and being hard to wake up...

IMO 3 CP or the shut down rerolled once or not possible would feel more fair. Or are we missing something? Seems they have had it all the time and here both had.

Apoc launcher btw is pretty useful strategem giving you extra shield stripping on strategem phase.

This message was edited 2 times. Last update was at 2018/10/04 20:23:40


2024 painted/bought: 109/109 
   
Made in ca
Sagitarius with a Big F'in Gun





1/6 chance of a shut-down is ok, but personally I'd probably pull out the mines as my go-to stratagem. Either that or an Apoc Missile Silo.

The Apoc can sit back in a corner and shoot 5 missiles at i think a 5+ (standard of 4+, but +1 for range, -2 for indirect fire) for likely the whole game.

As for the mines - I forget what it reads, but I know it auto hits the legs and it's enough to hurt a warlord and crit a warhound. A really lucky roll could kill a warhound outright. Even a crit on the legs will hold back a warhound from flanking right out of the gate.

For now though, this is just speculation. I've got a game tonite though, hopefully.

This message was edited 1 time. Last update was at 2018/10/04 20:46:48


 
   
Made in fi
Locked in the Tower of Amareo





The mines cause just few damage most likely though which while nice isn't likely to swing game. It can be nice if you can combine it quickly with some hits to legs but unless you go for aimed odds of getting hits there aren't that big.

After I had leg critical on my warlord I thought that would be cool as well but then I realized how hard it is to get that crit with those...

Meanwhile 5/6 chance of preventing emergency repairs can expose that warlord for bellicosas or even shut down the whole titan. And of course many of those will basically screw titan anyway.

It's not even the shut down but the ability to prevent emergency repairs when shields are down and reactor high(This REALLY screws up enemy titan) and often enough shooting as well.

Apoc launcher is pretty damn useful though. I had today both(he used legion rules, I didn't)

2024 painted/bought: 109/109 
   
Made in gb
Fixture of Dakka






When I used the mines, it took a Reaver down to a single point of structure on its legs as soon as it activated the first time. I failed to capitalise on that, but that was my fault, not the card's. Better use of my Knights could have brought it down in turn 2, for example.
   
Made in fi
Locked in the Tower of Amareo





That's pretty lucky though. I think odds of shutting down titan(obvious target being generally warlord) which would have bigger impact on the game than that. No shooting from that, shields down, hard to wake up and after waking up you still then need to get those shields back up. 1/6 of that happening. For legs you need what 3 devastating hits? So 1/3 chance to get 3 hits and then all need to roll what(don't have cards with me) to get devastating hit? If 4+(better than I remember) that's still 4% chance or so that happening(3 hits, 3 devastating hits).

BTW when you generally plan to use the mines? I would think aiming for when some titan is having shields down. Try to get some damage, then bombard shieldless. Using first opportunity would make either having to bombard it regardless of other considerations or waste that damage as if it's not followed suit it's irrelevant.

edit: In similar vein the 2 most common timings for sabotage would be start of movement phase when there's titan on first fire and you have titan nearly shields collapsed to save you from having to roll 6 to start up shields. Or start of order phase when there's enemy titan with shields in sorry state that you don't want to get emergency repair. Using T1 for example would be often waste and basically hoping for that shut down. Our game they were played T3 and T4.

Anyway on another topic are you people using much aimed shots? Yesterday toward the end I got reaver and warlord into fairly sorry state(reaver took 2 direct hits from bellicosa. I didn't even mind my other warlord getting clipped. For one it had shields at 3+, for second when reaver is about to punch a fist into rear getting couple hits from volcano cannon is minor worry! And warlord was getting pummeled by S7 ordnance and S10 sunfury from my warlord) but just couldn't get finishing blows. Made me think maybe I should have used some aimed shots though halving hits(or 1/3'ing if I also have -1 from somewhere) made me hesitant.

This message was edited 2 times. Last update was at 2018/10/05 08:25:44


2024 painted/bought: 109/109 
   
Made in gb
Fixture of Dakka






I and my opponent used the mines as soon as possible. The chance to inflict early mobility critical hits, and forcing the decision whether or not to use Emergency Repairs made it seem like it wasn't worth waiting.
   
Made in fi
Locked in the Tower of Amareo





Okay so it was bit better than I remembered but still it's not critting warlord and for reaver it's still just 50-50 do you cause it if you get 2 hits, 33% if you get 1 and 70% if you get 3 hits. Nice but not quaranteed. Overall 53% chance of getting at least 1 critical if my math is right. Which sounds nice but reaver can cope with that random turning somewhat so might not even press for emergency repair.

Feels it would be better if you can time it when you could be getting more crits to put more than just random 45 degree turn or possibly even blow the titan up.

Could be wrong of albeit. Maybe I'll try that and sabotage next game. Heck combine those to same reaver with shields down and it's going to be one sorry reaver!

Next game planned for 2 weeks. Should get my warhounds. Maybe bring in 180 opposite of this week with venator maniple Could fit 2 reavers and 4 warhounds...Humhum. Speed! Warhounds should be decent knight hunters and if they can bring down the shields that extra shot from reaver(volcano cannon...) could be nice

2024 painted/bought: 109/109 
   
Made in ca
Sagitarius with a Big F'in Gun





I got my first game in, and while I may not have any useful tactics to report - I've certainly learned some things NOT to do.

In my game, I had a warlord that was obviously going to be charged by a squad of knights in a turn or two - but a fist-reaver was nearby - on the opposite side of the warlord from where the assault was going to occur. So I pushed reactors to get the warlord and reaver to switch positions.

So my reaver was in a great position to intercept the knights and had some of my own knights nearby to intercept any charges. I figured I could stomp the knights and since I got his reaver's shields down - take that on next. Next strategy phase i figured 'may as well get a free shot in on them' with the reaver, so I issued 'first fire'. Got a devastating hit in on the knights. Opponents knights charged and knocked out 2/3 of my knights. Then.. I realized i either had to move or shoot with my reaver since I had used first fire. My warlord was doing emergency repairs (it's shields were really low and reactor hot), so could't shoot since I had just moved for the reaver/warlord castle. So I could either attack or move with the reaver. I chose to shoot my 1 available weapon. In retrospect perhaps i should have moved to block them from reaching the warlord.

So instead of blasting the knights and pounding them with a reaver fist, I basically stood there like an idiot while they rushed past my reaver and played softball with my warlord's head. Also I made the poor decision to turn my warlord toward the knights - to avoid being flanked, which opened the warlord's flanks to my opponent's warlord at range. So, my opponent targeted the warlord who was at -2 (from armor loss from the knight charge) and -1 for flank - and ended up blowing its head off.

All-in-all though, I was happy with the outcome. Bad decisions and use of commands despite my initially advantageous positioning resulted in a fairly sound defeat. I'm glad to have a game where tactical decisions matter beyond list building - especially as both of us had very similar lists (1 warlord, 1 reaver, 1 lance)

This message was edited 1 time. Last update was at 2018/10/05 15:48:38


 
   
Made in fi
Longtime Dakkanaut






Now that the Warhounds are out (and slowly assembling themselves on my desk), it's interesting to muse upon their use.

The Hounds are pack animals and do best in groups, as they can both mass their shields against fire and use Coordinated Attacks to gain +1 on armour rolls. Given that Titan squadrons do not have to stay in contact with each other, I've been wondering if it would be beneficial to run a far ranging squadron where one machine runs directly towards the enemy to deplete their shields (double megabolters or bolter/plasma, perhaps) while its mate(s) flank a bit and enfilade the now possibly unshielded target with a volley of laserfire from 30" away for that sweet +2 on a Str 8 weapon.

In other ponderings, I am tempted to use more Inferno Guns than might be healthy, especially when my terrain collection eventually allows engines to truly hide amongst the buildings and close for the kill. Some autohitting template goodness should deal with knights and other pesky titans well enough, but I fear they might suffer from the dreaded "not contributing while closing" syndrome which leaves the enemy free to pressurize your other parts and concentrate on these guys later when they close. Unlike a crazed punchy Reaver of doom, a Warhound can be at least somewhat ignored until you absolutely have to deal with it.

Also, damn those things cook themselves up fast if they do anything fancy. Two repair rolls will eventually screw you over and your systems will fail

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in fi
Locked in the Tower of Amareo





Not sure was this trick good idea on my part or was I just lucky and opponent played it badly but...

Vital cargo. I had 2 warlords and reaver as big titans. Obvious choise for the cargo would be reaver as it's fast enough. Alternatively could have been warhound if one wants to risk it being destroyed.

Without even 2nd reaver to make him split it felt like it might be tricky to get cargo safely. However I decided to play mind trick and having rolled "reroll command roll" trait for my top guy in warlord(2nd game in row) I went for serious diversion and ADVANCED my warlord turn 1. Meanwhile reaver didn't do anything super fast advancement. This made opponent hesitate for a bit. I also concentrated fire to clear fast elements away from that warlord's path like knights.

Turn 2 I advanced AGAIN with my warlord and this time opponent went for the bait and decided maybe the warlord IS the one with cargo.

Turn 3 reaver also sprinted and enemy titans were suddenly unable to cover both of the titans and warlord advancing third time(and with shields and reactor in pretty sorry state) was already near his table edge as well.

Turn 4 reaver reached table edge. Warlord emergency repair+moved into his DZ managing to survive there for secondaries.

Losing warlord's worth of shooting was painful but T1 split his concentration between titans and T2 he went for the bait leaving my reaver more or less clear path. Maybe got lucky but felt good.

2024 painted/bought: 109/109 
   
Made in fi
Locked in the Tower of Amareo





https://www.dakkadakka.com/dakkaforum/posts/list/90/762413.page#10195163

This one made me think. How do people run their knights? (incidentally next time I face the Gryphonicus player I'm considering running whopping 15 of these buggers. 12 and then after ading titans I want I found out I was 160 pts or so short of 2k. Perfect for 3 knights!). Specifically unit size.

Small squad:

+more activations. Super helpful in movement phase.
+you can only kill 3 at once and indeed without split fire(with it's own restrictions) your warlord with mucha mucha guns can only target 3! With volcano cannon hitting in 4-5 at once isn't unheard of so if you have just 3 that's wasted power...
+easier to spread around. See above regarding volcano cannons
-as per above post lots of small squads is lots of easyish vp's for opponent
-your shields are weaker and drop to uselessness very fast
-you activate one by one so each activation in combat phase packs more punch. Albeit sometimes this can be used to your advantage but generally less than in movement
-your units costs more(albeit just 15 pts between 6 and 2x3)

Big squad:

Basically reverse so cheaper, better shields and better punch in combat phase but less activations to help see what opponent does in movement phase and you are more vulnerable to volcano cannons, quake cannons etc and enemy has easier time firing nasty salvo that could take out 4-6 at once. However enemy gets half the vp's killing banner of 6 knights than 2 banners of 3 knights in engage and destroy.

Interesting choice.

This message was edited 1 time. Last update was at 2018/10/19 09:25:36


 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

How many points even is a standard game?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in fi
Longtime Dakkanaut






 ph34r wrote:
How many points even is a standard game?


Depends on the group, really. One could argue that the relatively simple Confrontation level (1250-1750 points) would be the norm, as that gives you plenty of room to wield 4-10 models of warying sizes, but it could also be larger. Or narrative driven. I feel that the standard matched missions are mostly a starting point to get a grasp and then narrative is where the proper game is, but that's just me.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in no
Longtime Dakkanaut






 ph34r wrote:
How many points even is a standard game?


to early to tell but if you build for matched play 1250-1750 you cant do anything wrong.
that point scale is basicly a full size maniple.

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in fi
Locked in the Tower of Amareo





I have been playing 1500-2000 pts games myself. Need couple titans per side to really bloom imo

2024 painted/bought: 109/109 
   
Made in us
Fixture of Dakka






Remember you only need to build within the points band, and there are advantages to taking less points.

"The Omnissiah is my Moderati" 
   
Made in fi
Locked in the Tower of Amareo





Next game against one of my opponents I was planning to field my 15 knights with full venator maniple. Alas issues with warhound purchases mean I\m short 2 warhounds. Was planning to swap warhounds to reaver and 2 knights(neccessiting buying 6th box of knights...) but then today I was thinking more about warlord with fist. I was thinking "well at least it will make cheapish warlord titan". Then I thought "how cheap? Could I possibly fit 2k(opponent is strict with point limits) full myrmidon maniple?". Well made quick list and sure enough it was just about possible to cram 3 warlords and 2 reaver EVERYTHING armed with fist(well chainfists would be option for reavers). I was like "mwahahaha nobody wants to get close to THIS maniple. And first turn all advance and...!" and lightbulp appeared. What if they fail command check? Obviously command post would be taken but even then...With no rerolls even 4+ command for warlord can fail.Indeed odds of veteran princep or one of the 2 warlord failing at least somewhere seems to be 56% or so. That could be bit of bummer I thought.

Then I thought "well 2 minimum axioms would be basically warlord swapper for 2 warhounds. Point wise could get tight and obviously 1 warlord less but freedom to give commands at will" so here's list I came up with:

warlord(claw, macro gatling blaster, apocalypse launcher
reaver(laser blaster, power fist, warp missile)
warhound(infereno gun, plasma blastgun)
warlord(claw, sunfury, vulcan mega bolter array)
reaver(laser blaster, power fist, warp missile)
warhound(inferno gun, plasma blastgun)

Fairly identical equipments. Missiles because with mostly advancing dropping shields could be problematic thus shield ignoring fire support could be useful. Maybe even try aimed shots at legs to slow down some titan? Warhounds will be knight clearing task(opponent loves those and no volcano cannons which are my usual solutions). Turn 1 warlords aim to advance. Maybe reavers too though sooner or later I want those warp missiles on.

Obvious missions I want would be retrieval or vital cargo both which this works. Hold the line is also decent if opponent doesn't have lots of knights. Generally this should have good board control as opponent is unlikely to want to bring anything close to this many fist wielder.
   
Made in nl
Trigger-Happy Baal Predator Pilot




netherlands

got a first trail game in we didnt play for a set number of round we did want te see how the rules worked and how everything goes.
my knight banner got killed in the first round by a shot from the warlord, his died by a stray shot from mine. i read that you have to take a command test every time you lose a knight from a banner but never seen that on you tube?
then it was a shoot out between the warlords, we were both in cover and had a -2 to shoot luck did favor me because my friend had to make lots of repair rolls to keep his titan standing and couldt order his titan even on a 3.
all in all it was a great game and we a good ltime. i was ammazed how often he rolled a six to bring back his shields to see them get shot down in my shooting phase. those missle launchers where doing a great job.

This message was edited 1 time. Last update was at 2018/10/28 12:41:26


full compagny of bloodangels, 5000 pnt of epic bloodangels
5000 pnt imperial guard
5000 pnt orks
2500 pnt grey knights
5000 pnt gsc
5000 pnts Chaos legionars
4000 pnt tyranids
4000 pnt Tau
 
   
Made in us
Longtime Dakkanaut





Virginia

Played my first easy game too, I had a lot of fun.

My laminated cards with magnetic tape behind means these magnetic pins stay on.
[Thumb - 92D74996-1B02-4EF4-8D77-A12DD480F13A.jpeg]

[Thumb - E4A9678B-48B3-4346-B829-599C2B6A0DE3.jpeg]

[Thumb - 985B864B-BF42-4E16-9B30-B1B19C0A3AC3.jpeg]

   
Made in fi
Locked in the Tower of Amareo





Anybody have had any success with outflank strategem? With high CP cost, opponent knowing turn ahead which side they come and not being able to move before turn 3 seems...lackluster. Except with vital cargo mission where you could score objective basically automatically which seems not interesting use of that strategem. More like crutch.

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






London

Ok I've really been wanting to get into AT, but I have a couple of questions before I commit to anything and any advice is appreciated.

1. I heard a rumour going around that the Grandmaster set is going to be rereleased, is this true?

2. Is there any word on when we can expect alternative weapons?

3. Are the Titans themselves easy to magnetise?

4. One thing holding me back is there isn't really much of a player base from what I can see, or perhaps I'm looking in the wrong areas. Does anyone here know if it's that popular in London?


These next questions are more about the tactics.

1. How important is movement in the game? I watched a report on Youtube last night and there really doesn't seem to be much in it besides "stand and shoot". Warlords only have a 4" movement, and even if you push the reactor it only goes to 6". While Reavers and Warhounds have a bit more it doesn't feel like they'll really be able to close gaps or get close before getting blown away.

Additionally, I was flicking through the rulebook and one mission in particular stood out, the Long Retreat on page 78. The Traitor player has to get his Titans within 24" of the board edge to score points, with extra if they're within 12" instead. However, if you have a Warlord, even if you play the full 6 turns pushing the reactor every time, you can't actually make it within 12". I know the Warlord isn't expecting to be nimble, but 4"/6" really doesn't seem like much.

2. I came up with a quick 1750pt list that I think would be a good start.

Warhound Titan
- Vulcan Mega Bolter
- Vulcan Mega Bolter

Warhound Titan
- Turbo Laser
- Turbo Laser

Warhound Titan
- Plasma Blastgun
- Turbo Laser

Reaver Titan
- Laser Blaster
- Volcano Cannon
- Turbo Lasers

Reaver Titan
- Apocalypse Launchers
- Gatling Blaster
- Gatling Blaster

Warlord Titan
- Apocalypse Launchers
- Belicosa Cannon
- Quake Cannon


From what I've seen of the weapon stats I think this list may have some potential. The Warhounds are a harassment unit, with focus on the Vulcan Warhound stripping shields supported by the Plasma one. The Twin-Turbo one is to score additional hits on the others' target as well as protection duty.

The Reavers have the same idea. 2x Gatling Blasters may be good for stripping Voids, and can support the Warlord against other threats.

Thoughts?


   
Made in gb
Unhealthy Competition With Other Legions




Nottingham / Sheffield

1. Probably, but not certainly, they didn't have any in WHW when I last visited.
2. No release dates, but they will be released, confirmed in the twitch stream and to some extent by the weapon cards - GW don't do rules without miniatures any more.
3. Magnetising is fairly easy, the warlord is easiest (it has pre-moulded sockets) but the others only need a bit of filing and cutting - if you've magnetised before, there is nothing to be afraid of.
I would say Warlord (easiest) < Warhound < Reaver < Knights (hardest) for magnetising.
4. Unknown - however, with a reasonable collection of models you can possess enough for two players

How important movement is is dependent upon the amount of terrain and the mission you are playing.
Movement can also restrict or provide targeting options that standing and shooting would not give - a smart move can save a damaged titan or provide target saturation for your opponent to deal with.
The fact that a warlord cannot reasonably score in that scenario is something you have to deal with as a player - this scoring mechanism actively encourages flexible forces.


Project Log
Neronoxx wrote:
...for the love of god can we drop the flipping jokes?
They might go over peoples heads....
 
   
Made in fi
Locked in the Tower of Amareo





 Valkyrie wrote:
1. How important is movement in the game? I watched a report on Youtube last night and there really doesn't seem to be much in it besides "stand and shoot". Warlords only have a 4" movement, and even if you push the reactor it only goes to 6". While Reavers and Warhounds have a bit more it doesn't feel like they'll really be able to close gaps or get close before getting blown away.


Important. For starters many missions don't involve just killing. Second killing titans is HARD. 2 warlord can shoot at another and not do much to it.

And of course don't forget advance. 12" for warlord in a turn. 18" for reaver. 24" for warhound.

Also simply positioning stuff matters. It's not just moving fast but for example manipulating fire arcs. If you move so that opponent has to push reactor to keep you up you restrict his orders and force reactor levels up which can be absolutely decisive.

Many youtube reports are like 1 or 2 warlords dueling. Not much out there that I have seen with multiple titans at which point game springs to life.

Additionally, I was flicking through the rulebook and one mission in particular stood out, the Long Retreat on page 78. The Traitor player has to get his Titans within 24" of the board edge to score points, with extra if they're within 12" instead. However, if you have a Warlord, even if you play the full 6 turns pushing the reactor every time, you can't actually make it within 12". I know the Warlord isn't expecting to be nimble, but 4"/6" really doesn't seem like much.


a) advance b) that's why there's multiple titans and not just all warlords.


2. I came up with a quick 1750pt list that I think would be a good start.

Warhound Titan
- Vulcan Mega Bolter
- Vulcan Mega Bolter

Warhound Titan
- Turbo Laser
- Turbo Laser

Warhound Titan
- Plasma Blastgun
- Turbo Laser


something to keep in mind especially with #2 is that warhounds are VERY VERY VERY reactor sensitive. Few reactor slots, crew of 2. They will overheat a LOT. And overheat is BAD. At orange it's 50-50 does your shield go down(Bad news). At red it's 50-50 do you avoid worst(so suffer just hefty damage...) or either lose shields or just flat out BLOW UP.

2 turbo laser sounds cool but keep in mind you shouldn't be draining for that shieldbane all the time...Ditto for #3 shieldbane+maximum power combo. VERY RISKY.

BTW reactor handling is 100% essential in this game...


Reaver Titan
- Apocalypse Launchers
- Gatling Blaster
- Gatling Blaster


Too specific for my taste. What if he doesn't have somebody to punch armour due to reactor/positioning issues? Or puncher lacks this guys guns for those reasons? Don't count on multiple titans working together to always work.



Automatically Appended Next Post:
Btw regarding double bolter and double laser warhounds. Another reason why i would split weapons 1 of each for both apart from big boost to reactor control was also touched in reaver. Ability to work independently. Imagine first vulcan was surprisingly effective and knocks shields down. Or just is like almost out shields. Second vulcan is fairly pointless. With laser if that happens s8 is nice punch. If shields up push a fire shielbane shots. This is why i like laser blastnrs. Flexible

This message was edited 3 times. Last update was at 2018/11/07 13:58:48


2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut





Virginia

In my lists I’ve been doing laser/megabolter and plasma/megabolter so each Warhound can punch armor and shields. I’m looking forward to adding a third seeing what works.

Hoping to play this weekend to get my brawler Reaver into combat and hope he doesn’t get taken down in a hail of gunfire before getting to do much.
   
Made in fi
Locked in the Tower of Amareo





One warhound combo I like is inferno gun and plasma. That's nasty knight clearer.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut





Virginia

Talk about the inferno. That may be a good option for a third Warhound with a megabolter.
   
 
Forum Index » Other 40K/30K Universe Games
Go to: