CHAOS WARHOUND TITAN RULES PDF

Not to be confused with the tactics for Adeptus Titanicus , the specialist game. A quick note, everything you read below also applies for the Dark Mechanicum's Titans as they have precisely the same rules, although they have different names, come on GW, not even a daemon firing Gatling gun for the Warlord Titan? Predictably, these are all Lords of War and Forge World exclusives. The "weakest" of the Titans in regards to its weapon choices and statlines if you can call something with 35 wounds, S10, and T9 "weak" , but what it lacks in brute force it compensates for in speed - with a base movement of 24" and 12" more gained via Advancing, it's all but certain to reach whatever spot will let it cause the most harm in the least time.

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Not to be confused with the tactics for Adeptus Titanicus , the specialist game. A quick note, everything you read below also applies for the Dark Mechanicum's Titans as they have precisely the same rules, although they have different names, come on GW, not even a daemon firing Gatling gun for the Warlord Titan?

Predictably, these are all Lords of War and Forge World exclusives. The "weakest" of the Titans in regards to its weapon choices and statlines if you can call something with 35 wounds, S10, and T9 "weak" , but what it lacks in brute force it compensates for in speed - with a base movement of 24" and 12" more gained via Advancing, it's all but certain to reach whatever spot will let it cause the most harm in the least time. Whereas the warlord is tougher than a reaver because of its much higher toughness, a reaver is tougher than a war hound because of its almost double wounds, allowing it to take more than double the punishment thanks to its improved void shield.

Can take two arm mounted weapons and one carapace mounted weapon, and is the smallest Titan which can take melee weapons which you're obligated to take because they look AWESOME.

Holy shit, a new titan. All five people who can actually afford to play this army are sure to be thrilled. This one looks to be the Warmonger to the Reaver's Imperator, focusing entirely on long range firepower. Apart from two Reaver-class arm weapons and a pair of quad auto-cannons, it's packing a monstrous gun on its back as a carapace weapon.

It's been hinted that the NWT is a variant of a main chassis of titan, known as the Warbringer Titan. As to whether we'll get a look at it before and what it'll look like is another matter, but it's likely to have a similarly HAWGE carapace cannon.

Toughest thing in the game right now, even if it's not highest in wounds. Mounts 2 arm weapons, 2 carapace weapons, and a few tertiary weapons that can overwatch for it. Most of its weapons have a min range of 24" and a max range that's largely irrelevant because no one plays on boards 30 feet long. The important thing to remember when deciding on what weapon is best for your titan is that direct damage output is not the only thing to think about, each weapon has maximum and in some cases minimum ranges, cover ignoring abilities, re-rolls or aoe damage.

Although some weapons are a little meh, for the others you must take into account how they fit into the whole. First choice : Turbo laser destructor, although it's not competition really, it out performs both the overcharged blastgun and doesn't inflict mortal wounds to your titan on 1's and the inferno gun against all targets except infantry and T7 and below, where the inferno guns extra hits really shine.

A single volley from this gun is enough to destroy knights and baneblades and is by far your best weapon for sparring with other warhounds and the like, take it, no exceptions. Its high rate of fire also makes it okay at chipping away a few wounds from other titans to knock them down a damage level, but you should only really do this if you really need to. Its ability to auto-hit will also help you if you if you face Eldar or flyers who, incidentally, are mostly T7 , and keep your lethality at max until you die.

First choice : Reaver Volcano Cannon, a fantastic piece of equipment which performs the best or joint first place against all targets other than infantry, take this weapon and with its high rate of fire and damage it will never disappoint you. Second choice melee : The Powerfist, the best of all the reavers melee weapons against vehicles etc, while your titanic strides deal with infantry.

Carapace choice : Incinerator Missile Bank, a controversial choice as standard wisdom dictates that the apocalypse missile launcher is better, but with the new wounding rules both the missile launchers wound heavies at similar rates with the apocalypse doing slightly better due to have 2 extra shots.

Third choice wildcard : Reaver Gatling Blaster, a tricky choice as the other option for this spot is the Reaver Laser Blaster, which is superior against all targets except infantry, but the gatling blaster excels as an MEQ killer the best one you have and as your already taking the volcano cannon your not lacking on anti-armour. The time you should take over the melta cannon never replace the volcano cannon is if your up against an infantry heavy army where the your missile launcher cannot keep up with the swarms coming towards you.

As this uses the Reaver's arm weapons, see above minus the carapace which automatically receives the Anvillus AA batteries. First choice : Mori Quake Cannon, and by extension, the most powerful gun in the entire game in terms of average output, take a moment to let that truly sink in , it out performs all other weapons against all targets except the twin mega bolter against infantry and forces all units hit by it to half their movement ranges for their next turn, allowing you to keep calm and keep on shooting.

So if you have a warlord titan and need to give it a gun, make the right choice, choose the quake cannon. The minimum range can badly hamper in specific circumstances, but that's what escorts are for.

So if you fire this at an eg ork horde, you could potentially hit every unit in your opponents army, and as it stands there's no rule that says that these extra hits cannot propagate back and re-hit the original units, so while the quake cannon is the most powerful weapon on average, the plasma annihilator has the potential to destroy LITERALLY your opponents army, you may not do it in 99 out of of your games, but on the th you might just pull it off Second choice melee : Saturnyne Lascutter, although its technically of lower strength than the fist, its re-rolls to wound make it by far more dangerous, even against the heaviest of opponents and any weaknesses it has against infantry or certain other targets are made up by its greater titanic strides.

However, things are complicated by two matters, firstly there's the fist's throwing its dead enemy ability although its identical to the reaver power fist ability , an ability which should not be overlooked as as previously mentioned it can target characters with this ability, and secondly, the lascutter and fist both come with inbuilt ranged weapons, of which the fists inbuilt bolter is on AVERAGE if the lascutter makes more than hits it surpasses the bolter but this is unlikely better, especially in overwatch.

However, if your in a situation where you want a melee weapon, it's because you know your going to be in melee with some big monsters, and as such you should still take the lascutter over the fist. First carapace choice : Incinerator missile bank, for the same reasons as previously stated for the reaver Titan. Take this weapon, and combined with the incinerator missile bank there is no amount of infantry which your opponent can throw at you without going for the smallest squad sizes possible.

Third choice wildcard : Warlord Gatling Blaster, for the same reasons as why the Reaver Gatling Blaster is the wildcard for the reaver, it is exceptionally good at dealing with infantry. Third carapace choice wildcard : Reaver Laser Blaster, although not the best gun we've seen so far it is the best super heavy killer you can fit on your carapace, and although it won't out shoot not by a long shot any of your main guns, it will more than happily wipe out a knight with 7 wounds to spare, making it idea for taking out small things which you wouldn't normally bother shooting at, baneblades, land raiders, you know, small things by comparison to what your main guns are firing at.

It also makes the Warlord the only titan which is really capable of dealing with every possible threat, as the reaver and warhound just don't have the number of hard points required to take such a large variety of guns. So unless this weapon gets some kind of buff just don't take it. However the minimum range on the Mori can seriously hamper it on smaller boards so there still is a niche for the Belicosa.

A loadout which aims to enter the maximum dakka hall of fame. The setup is quite simple, take two power fists with their inbuilt Vulcan mega bolters, two carapace twin Vulcan mega bolters and two ardex defence maulers. The power fists also still mean you can take on super heavies, but you might suffer some damage getting into combat.

Namespaces Page Discussion. More More. Page actions Read Edit History. Too much money? Support 1d4chan. Wiki tools Wiki tools Upload file Special pages. Page tools Page tools. Userpage tools. S20 ap-5 D12 re-roll wounds against Monster , Building and Vehicle. General Movement Psychic 7th Fortifications.

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Warhammer 40,000/Tactics/Adeptus Titanicus(8E)

This datasheet has Lords of War Battlefield Role. Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent. Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect. Army List. Datasheets collated.

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