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Warlord Titan tactics


depthcharge12

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Is the Warlord itself immune to haywire or is that supposed to be in the main rules because I couldn't find it. If the Warlord doesn't have a rule saying that it's immune to haywire then just take every grav gun you can fit and then some.

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Pride of the legion, deep striking terminators all with chainfists. It should work... If nothing else it will be entertaining

 

The Warlord cant be locked in combat and the Terminators will be hitting on 6's. If you dropped multiple units around it so that no matter which way it moved you could get a couple of units to assault the following turn you might score enough 6's to land enough hits to shred some Hull points but you would be looking for 20+ pen's to be able to drop it.

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Pride of the legion, deep striking terminators all with chainfists. It should work... If nothing else it will be entertaining

The Warlord cant be locked in combat and the Terminators will be hitting on 6's. If you dropped multiple units around it so that no matter which way it moved you could get a couple of units to assault the following turn you might score enough 6's to land enough hits to shred some Hull points but you would be looking for 20+ pen's to be able to drop it.

I figure that 3k worth of termies would be able to box it in. The stomps and shooting would clear two or three squads a turn. Assaults should cause a couple pens per squad (more with chaplains attached but that probably isnt worth it).
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Pride of the legion, deep striking terminators all with chainfists. It should work... If nothing else it will be entertaining

The Warlord cant be locked in combat and the Terminators will be hitting on 6's. If you dropped multiple units around it so that no matter which way it moved you could get a couple of units to assault the following turn you might score enough 6's to land enough hits to shred some Hull points but you would be looking for 20+ pen's to be able to drop it.

I figure that 3k worth of termies would be able to box it in. The stomps and shooting would clear two or three squads a turn. Assaults should cause a couple pens per squad (more with chaplains attached but that probably isnt worth it).

 

 

True, if the fight was just between 3K of Termies and 3K of Leviathan led by a Warlord it might be interesting, although I think you are underestimating the firepower of the Warlord by saying it will only remove 2-3 squads per turn. The other problem is the ability to get the terminators into combat with the Warlord, keeping in mind that the turn you drop the terminators, the Warlord then gets to move 12" while the Terminators can only move 6" the following turn, they will never be able to catch the Titan. So you will most likely only ever be getting half of your Terminators into combat once or twice throughout the whole game.

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Has the Warlord retained it's rules for a minimum range on it's weapons?

 

The carapace weapons have a limited range for normal ground targets, and a smattering of weapons have a minimum range too (like the Quake cannon).

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Theoretically - if it does not have a balanced load out. If the thing was armed with two Quake Cannons and Missile Banks in the carapace, for example, it would not be able to target anything within two feet with it's main or secondary armaments.

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Let's see... half the stats are different, there's a greater variety of weapons (some that don't come for free either), it has quite a few special rules and the Reactor Meltdown is far more destructive now. How's that? ^_^

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As someone pointed out elsewhere, the new rules don't stop normal walkers hitting as usual, only super heavy ones (this is probably on oversight though). Also bikes and jet bikes hit as normal , so load them up with meltabombs and let them loose... (Until they are FAQ'ed).

Interesting...seems to be an oversight, but play on. Though fluff wise, I could see jetbikes doing damage since they could zip around to an important area to drop off melta bombs.

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As someone pointed out elsewhere, the new rules don't stop normal walkers hitting as usual, only super heavy ones (this is probably on oversight though). Also bikes and jet bikes hit as normal , so load them up with meltabombs and let them loose... (Until they are FAQ'ed).

Interesting...seems to be an oversight, but play on. Though fluff wise, I could see jetbikes doing damage since they could zip around to an important area to drop off melta bombs.

 

Jetbikes, sure, makes sense. Normal Bikes or Walkers / Dreadnoughts? Probably an oversight.

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Are melta weapons in general still viable? Spam melta veterans and hope to put more bodies on the table than the titan can kill? How many melta vets can IG field in 3k?

Armored Ceramite. No extra Armor Pen Dice from Melta USR.

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Are melta weapons in general still viable? Spam melta veterans and hope to put more bodies on the table than the titan can kill? How many melta vets can IG field in 3k?

 

Armored Ceramite. No extra Armor Pen Dice from Melta USR.

Not to mention the additional 5++

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So, again, to restate: The most effective way to take a Warlord Down, IMO, is to shoot Tons of Fodder at it to burst the 6 Void Shields then Pummel it with as much Ordnance and S:D as you can.

 

Melee just wont Really work mostly due to the Threat of rolling a 6 on D3 5" Stomps and being unable to be locked in combat; meaning that, as you try to kneecap and tie it up, it'll probably just Ignore you and continue turning your side of the battlefield into craters of Ash.

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