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Knight titan allies...any success using/tactics?


depthcharge12

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So I was considering taking a complement of 2 knight titans as allies against my opponent, Athrawes, in our 2500 point game.

 

Now I know he can completely see everything on here, but I'd like to know if you've guys have had any success with using them in 30k and how they should be used.

 

I was originally considering taking a Lancer and a Castigator, but I feel the Lancer doesn't do anything better that a Paladin will do against Athrawes list and actually under performs. However I like the look and feel of the Lancer and it feels very 1st Legion-y.

 

The Castigator I think I'll keep either way, but I love it's marine killing abilities and it's sword (while not D strength) does incredibly well against blobs and lighter armor.

 

A paladin is very useful for 30k...but it feels a bit too basic in looks for the 30k environment IMHO.

 

 

What are your thoughts on titans and using them? Should I look at the Acheron too? Are two knight titans a little too balls to the wall against facing a Fellblade, two maxed javelins, and two Deredeos?

If you're bringing Lords of War, the two should really cancel each other out; and with a Fellblade, the Lords of War (or equivalent) units should be the ones that are capable of taking them down.

 

For that, in a Legion list, there are 4 tools for Anti super heavy armour duties; Lance, Melta, Haywire and Strength D. You have a few other niche Armourbane weapons like Meltabombs and chainfists, but they're niche and shouldn't really be relied on unless you're taking dedicated suicide bomber squads.

 

Failing that, you have Lascannon Support Squads. 12HP vehicle, hit in the flank (AV13) requires 4's to glance; 24 hits requires 36 shots. Unlikely to happen.

 

Lances; comes in the form of Darkfire Cannons with Praevian Consul Castellax. These can get as expensive as Super Heavies in their own set up; but I don't find them too useful with the exception of 2 legions; Raven Guard, or Alpha Legion. Raven Guard can Infiltrate into Preferred Enemy range while the Alpha Legion can either be lesser Raven Guard (don't have Cameleoline option and lack fleet) with Infiltrate or Scout, while the most powerful use for them is Tank Hunters, giving them rerolls to hit and to glance. Although only S7 Lance, 5 Castellax provides 10 shots, and around 8-9 hits, with 3 of those glancing. It's a shame blind does nothing versus non-walker vehicles, but if your opponent is bringing a Knight, or even a Titan to the game, then these boys come in wonders, (Titans are I1, or 2 at most, as are Magaera/Styrix pattern Knights). There isn't much/any other access to Lance.

 

Melta; one word, Armoured Ceramite. Now, I'm a fan of chancing the meta; the background is this. Melta is king in 7th. AP2 is hard to get, and vehicles are very resilient. For every explodes, you cause 3HP in damage, usually enough to kill a vehicle anyway. High Toughness Monsters like the Riptide or Wraithknight dominate the meta as do Land Raider heavy marines for a short while. Everyone has melta. In 30k, Armoured Ceramite en masse means melta is like a slow firing Plasma gun, relegated to TEQ's to bypass Feel No Pain. People drop Melta from lists. Armoured Ceramite soon mounts up, and becomes unimportant in the meta as no-one has melta in their lists, however. There becomes a point when Armoured Ceramite isn't taken, because you don't need it. HOWEVER; Super heavies, regardless of your inclination should always take this. It's a massive NOPE to a power rule; especially when Knight Errants come a-knocking.

 

Haywire; Legion based comes in several flavours for anti armour. Rapier mounted, Dreadnought Mounted, Land Speeder mounted, or Glaive mounted. There is also Solar Auxilia, but they wouldn't last a turn. Rapiers; 3 Guaranteed HP a turn for 225pts. 2 = 450pts, so about equals the cost of a heavy tank, and can kill in a turn. However, short range, squishy against high strength templates/blasts, and the opportunity cost locking out 2 elites choices isn't much fun. Dreadnoughts; honestly, do better in Castraferrum/MkIV pattern, because it's cheaper. However, the problem comes from requiring Dreadnought Drop Pods, which not only have an expensive point cost, (their cover save ability is useful for the previously unshielded and weaker armoured non-Contemptor pattern), but have the hidden cost of two of them requiring a 3rd Drop Pod Assault unit, and unless doing a drop pod heavy list, takes up a 3 FoC slot on top of that, whether it's Fast Attack, Heavy Support, or a niche other.

 

Land Speeders; against Deredeo's/Sicarans? NOPE.

 

Glaives; 2-4 automatic glances pretty much, plus 4 TL Lascannon shots means that 5 HP is its usual tally versus Super Heavies. This is the best SH killer in the game.

 

Failing that, you have Strength D.

 

This comes from a Falchion; but only d3 HP isn't at the same sort of level. However, it does fill in the counter land raider/spartan roll very well.

 

Other than that, Knights.

 

The Knight Errant is the cheapest, and despite having a melta weapon, the S9 Blast takes down Iron Hands FNP, and a S9 AP1 versus rear AV12 is still a reasonable chance to do some damage to a Super Heavy. The Castigator is awesome, and can come in quite cheap at 355; their sweep attack just bypasses the to hit roll. Admittedly, you are hit easier in return.

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