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Adeptus Titanicus tips and tricks!


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I think it’s hilarious that GW just put an article out about the new Reaver titans and said that you should use them as a finishing blow after whittling the enemy down with your warlord titans! XD

 

Using the heavier weaponry on the Warlords to bring down void shields and damage systems with First Fire while your Reavers close for the kill is a great tactic with a Myrmidon maniple.

 

The loadout they sampled on the article had ranged weaponry that can’t even hurt a warlord...real knock out weapons :rolleyes: and the power fist ignores shields anyway. Let’s use single shot draining weapons to lower shields hahaha oh that’s rich.

 

Now that I’ve had my laugh, I think Reavers are going to be the first to die on the field if you’re not careful. Their firepower is tantamount to dropping shields and putting pressure on enemy Warlords, but they don’t have the same level of defense/repair that warlords are afforded. Focusing down Reavers to stop them from outmaneuvering you, dropping your shields, or killing your precious warhounds is going to be the name of the game. Use Reavers as distraction Carnifexes unless you are not running Warlords in any capacity.

 

The Myrmidon Maniple is good to use them to first fire and lower enemy shields so your warlords can drop the base Bellicosa shots. Reavers in the warhound lance thingy are pretty good for all the free shots you get. However, you’ll have to limit yourself to a single draining weapon as you could find yourself pushing your reactor too much in that situation.

The Reaver’s niche is going to be:

 

1. Close combat, with an “ok” WS of 4+ but with +1/+2 to hit with Chainfist/Powerfist at S9/S8 and 2 hit dice. The Knights don’t hit as hard, the Warhound has no melee weapon, the Warlord is slow and doesn’t hit as well

 

2. 360 arc Carapace weapons (including Turbo Laser) which makes it slightly more difficult to flank. This means it can circle an opposing Titan while still firing at it.

 

3. Melta Cannon !!!!111!1! An S11 beast that adds a D10 (instead of a D6) to pen (meaning it will Crit Warlords half the time), that isn’t Draining and is Blast (meaning it could hit twice)

 

4. Gryphonicus has some cool upgrades for it

 

I’m arming my Reaver with Turbo Laser Carapace, Melta Arm, Power Fist Arm.

 

Going to have to kit bash the Melta but no big deal.

 

Turbo Laser Shield Bane going in, Draining is fine cause it’s just one thing. Once shields are down, slag it with the Melta Cannon, then whatever part is hit, charge and hit the same spot again with the Fist. Well, at least that’s the plan...

@Kilofix

They might have the upgrade sprues in the near future for the Melta cannon! Unless I’ve missed something of course.

 

I’d be surprised if it didn’t show up on the basic sprue, though it could appear as a resin upgrade.

@Kilofix

They might have the upgrade sprues in the near future for the Melta cannon! Unless I’ve missed something of course.

 

I’d be surprised if it didn’t show up on the basic sprue, though it could appear as a resin upgrade.

The kit only comes with the Apocalypse Launcher for the carapace and the power fist, Gatling blaster and laser blaster for arm mounts.

 

I am curious to see if a plastic Contemptor multimetla arm might work as a conversion for a meltacannon.

I think Reavers might struggle until the Warhounds come out and the full range of weaponry is available. But they definitely have a place. They have the flexibility (depending upon loadout) to respond to different threats, protecting a Warlord's flanks from knights or Warhounds, contributing to taking down larger titans at range or closing in to kill of other titans. 

That’s what I’m running, 1 Warlord, 2 Reavers, 2 Warhounds, 2 Banners.

 

Edit - I played around with 2 Warlords instead for abit but consider that even though Warlords are quite a bit tougher compared to Reavers at Body 12 vs Body 10, with 2 Reavers instead of 1 Warlord - you’re kind of getting 6 weapons (vs 4), 10 layers of shields (vs 6), 2 reactors to push, 6 repair rolls (vs 4), as well as the ability to flank and to manipulate initiative with more units to move (see my previous post about moving first).

 

Important - also remember that even though there isn’t the concept of “locked in close combat”, once a Melee Reaver gets into CC range, a Warlord can’t fire its Belicosa at it - since it’s Blast. Fist Reaver is something to watch out for.

That’s what I’m running, 1 Warlord, 2 Reavers, 2 Warhounds, 2 Banners.

 

Edit - I played around with 2 Warlords instead for abit but consider that even though Warlords are quite a bit tougher compared to Reavers at Body 12 vs Body 10, with 2 Reavers instead of 1 Warlord - you’re kind of getting 6 weapons (vs 4), 10 layers of shields (vs 6), 2 reactors to push, 6 repair rolls (vs 4), as well as the ability to flank and to manipulate initiative with more units to move (see my previous post about moving first).

 

Important - also remember that even though there isn’t the concept of “locked in close combat”, once a Melee Reaver gets into CC range, a Warlord can’t fire its Belicosa at it - since it’s Blast. Fist Reaver is something to watch out for.

Warlord can’t fire it’s carapace weapon’s too, as the minimum range is 10” I believe due to its scale. I advocate the arioch claw and plasma on every warlord for this reason haha. Warlord plasma isn’t blast, so you can fire that bad boy without overheating alongside the arioch in case when the enemy gets to you in cc.

Exactly, because the warlords are so slow, i feel that they MUST specialize - either long range snipers or built to get stuck in - they will be too slow i think to charge most things themselves, but instead need the right weapons to ensure others cant just get inside their minimum ranges.

 

Support warlord: belicosa, quake, apocalypse.

Assault warlord: plasma, fist, either carapace blasters or gatlings (are gatlings wasted on this?)

 

Warhounds: dual plasma blastguns (just sounds so wonderful to me)

 

Reavers: mixed loadouts for opportunity targets - mix of melta, volcanos, gatling, and fist, but i dont really know

Exactly, because the warlords are so slow, i feel that they MUST specialize - either long range snipers or built to get stuck in - they will be too slow i think to charge most things themselves, but instead need the right weapons to ensure others cant just get inside their minimum ranges.

 

Support warlord: belicosa, quake, apocalypse.

Assault warlord: plasma, fist, either carapace blasters or gatlings (are gatlings wasted on this?)

 

Warhounds: dual plasma blastguns (just sounds so wonderful to me)

 

Reavers: mixed loadouts for opportunity targets - mix of melta, volcanos, gatling, and fist, but i dont really know

 

Good assessment - I have a feeling that Warlords are going to get assaulted no matter what: by knights, Reavers, and desperate warhounds. I think the plasma claw option with double triple blasters on the back is the way to go. Specialist games might even FAQ the claw to have a mega Bolter so you can strip shields too. By playing aggressively with your warlord(s)*, you should dictate the flow of battle and get better positioning over your opponent. This might just be my method of warfare and it needs to be tempered by gameplay, but it stands to reason as a viable tactic.

 

Warhounds - as I advocated before, this will be the way to go. Cool shooting to drop shields, then pushing when you need more crits is the way to go. Mo’ packs, mo’ problems.

 

Reavers - I’m kind of caught on them. Part of me wants all ballistic especially in conjunction with the warhound maniple. Other part of me wants melee to intercept knights and warhounds. But I guess if you blast the bejeebies out of poor little banners, melee won’t even be a thing. Probably the most flexible, use as trouble shooters. Have to commit to a role with them though.

 

 

*with adequate support, of course

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