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=Knights= ==Questoris Support Banner (3-6 Knights)== ===Weapons=== *Arm Weapons **'''Questoris Melee Weapon''': If you're taking Knights you likely have at least one per of these. They're not worth building to be "shooty," as Knights who try to position themselves to shoot Titans will find themselves dead. **'''Avenger Gatling Cannon''': Don't bother, seriously. It does put out a lot of shots but those shots are too weak to even take other knights out, or damage void shields. If you're looking for cheap knights for screening you're better off doubling up on melee weapons. Might get better if infantry is introduced but that's a long way off. ***'''Second Opinion''': I have personally seen AGCs kill Warlord Titans. If you're aiming to kill Titans with Knights, you will want to usually be in melee. Add in using your amazing manoeuvrability and positioning, you will be hitting Titans in their rear arc for that sweet +2, making you effective strength 5. Add in maybe +1 to a location for strength 6 (or 7 or 8 if you stripped more). Add in bonus to hit for the range countering the location aiming penalty, you're gonna real rip and tear. TL;DR: AVG are good for focus firing inside shields to finish Titans. ***'''Supporting Opinion''': Further to the second opinion above, if used in a Knight Banner (Doom of Molech) doing a co-ordinated strike you only roll as if one were firing but increase the strength of the attack by the number of Knights contributing to the attack making the AGC a hypothetical maximum strength of 9, or 11 in the rear arc with 8D6! **'''Thermal Cannon''': The real star on knights. With a high base strength and the Fusion trait increasing your armour rolls to a d10, it gives you a really good chance of putting hurt even on the biggest opponents. Take 6 of these and pop an unshielded titan in the ass for near guaranteed crits. Fun for the whole family. **'''Rapid-Fire Battlecannon''': Old reliable. Decent range, two S5 shots with the Ordnance trait, and a bonus to hit within 8". *Carapace Weapons **'''Stormspear Rocket Pod''': Relatively expensive, but adds an extra three S5 shots for stripping shields out to 16". **'''Meltagun''': A solid, if expensive upgrade for your knights: When the banner activates in the Combat phase, each Knight with a Meltagun upgrade can target an enemy unit within 3" for an automatic S8 hit. Generally a safe bet to give it to your Lord Scion for a bit of extra dakka up close, which is where you want your knights to be. Good for filling 15 points somewhere but not an autotake. ==Questoris Knight Styrix banner (2-4 Knights)== *'''Volkite Chieorovile''' *'''Hekaton Siege Claw''' *'''Graviton Gun''' *'''Ionic Flare Shield''' *'''Blessed Autosimulacra''' ==Questoris Knight Magaera banner (2-4 Knights)== *'''Lightning Cannon''' *'''Hekaton Siege Claw''' *'''Plasma Fusil''' *'''Ionic Flare Shield''' *'''Blessed Autosimulacra''' ==Cerastus Knight Banner (2-4 Knights)== *These are bigger, faster and slightly tougher than their smaller brethren, the Questoris Knights. With a 12" move, one extra structure point and an easier time passing orders, these are an extra layer of threat in addition to Questoris Knights. ===Variants=== *'''Cerastus Knight Castigator''' **'''Castigator Bolt Cannon''': Akin to the Avenger Gatling Cannon, it is of little real use unless getting up close in the side or rear arc of an opposing titan **'''Tempest Warblade''': An improved Questoris Melee Weapon, at S7 with 2 attacks and rending, this is slightly more capable. Same stats as the Reaper Chainfist. *'''Cerastus Knight Acheron''' **'''Acheron Pattern Flame Cannon''': A 2 dice S7 template weapon on a Cerastus frame? Yes please! Take four in a squadron and find some knights or a squadron of Warhounds to toast. **'''Reaper Chainfist''': An improved Questoris Melee Weapon, at S7 with 2 attacks and rending, this is slightly more capable. Same stats as the Tempest Warblade. *'''Cerastus Knight Lancer''' **'''Cerastus Shock Lance''': A nasty CC weapon on a small and nimble chassis, hitting at S8 with two attacks this can hurt titans and other knights in no time. Coupled with the Ion Gauntlet Shield, you've got a pain in the backside. **'''Ion Gauntlet Shield''': This provides a +1 to all ion shield saves as long as there is at least one in the unit. Definitely take a Lancer, if not for their shock lance, at least for the shield. It also has a 2 shot S6 shooting attack, which while not amazing, is rather nice. It's worth noting that the WH Community article is incorrect in its statement that this always confers a 6+, it does not. If the shield save is '-' it confers no benefit. Expect maximal plasma, melta and volcano weapons to hurt like a truck. ==Cerastus Knight-Atrapos Banner (2-4 Knights)== *'''Gravity Singularity Cannon''' *'''Atrapos Lascutter''' *'''Ionic Flare Shield''' *'''Blessed Autosimulacra''' ==Acastus Knight Banner (1-2 Knights)== *The latest addition to knight constructs, they are walking artillery platforms, with no tangible CC capability but an unholy amount of dakka from such a small and cheap chassis. These come in two flavours with predetermined load-outs, the Porphyrion and Asterius. The only choice they have in weapons is either the stock twin auto-cannon with an auto S4 attack within 6" or the twin lascannon for an additional 10 points. They took a big nerf in the 1.1 FAQ. Max banner size down to 2 knights (from 4). Hefty points increase. Limited to 1 banner per maniple/lance. And can only be in a lance as reinforcement. ===Variants=== *'''Acastus Knight Porphyrion''' **'''Twin Magna Lascannon:''' 4 Shots of respectable strength weaponry would be fine but they go and throw blast on it. For a 5th of the price of a warlord you can comfortable kill a titan from across the board. Expect to get Castrated if you ever take two. **'''Ironstorm Missile Pod:''' Everyone forgets about these, but 6 shots of rapid with barrage will help with void shields. *'''Acastus Knight Asterius''' **'''Twin Converion Beam Cannon:''' A souped up version of twin Magna Lascannon that will make large blast templates when in long range. '''You.Won't.Have.Friends''' if you take more then one. **'''Karacnos Mortar Battery:''' Same as the Ironstorm Missile Pod but trades Rapid for Rending which makes it functionally worse. ==Knight Lances== With the release of the Doom of Molech book, Knights now have their own version of a maniple and plenty of rules to go with it! ===Forming a Lance=== **A lance '''must''' have three banners of Knights, two of which must be the same type. (<s>It says nothing about having more banners in a lance however, probable FAQ territory?</s> The book is pretty clear, three exactly.) **No Freeblade banners may be included in a Lance **Each individual banner must equipped in the same manner i.e. one banner consisting solely of Paladins, another solely of Errants and the third solely of Lancers **One banner must be the High Scion's banner ***Multiple Lances may be used, if so, one banner in either Lance must be the Knight Seneschal. This will replace the High Scion in one lance. E.g. you have three Lances, on lance will have a Knight Seneschal, the other two will have a High Scion each. *'''Freeblades''' **These are banners of knights which are separate to a lance, but, they can mix and match weapons across the knights as you see fit, i.e. you can have a Warden, Errant and Paladin in the same banner. It does mean they cannot make coordinated strikes however. ===Activating a Lance=== *Knight Lances are effectively one big knight unit, and is reflected in their activation and coherency. *A Lance is activated at the same time. Each banner will be activated in turn, in whatever order the controlling may may choose, and will continue until all banners have been activated. **So, you may have a lot of banners, but you don't have a lot of activations. This can screw you if your opponent simply has Titans, as a larger banner can be as much as some maniples. Be wary. *They must maintain a 3" coherency within banners and a 6" coherency within the Lance. If a banner is not in coherency, it is shaken. If a banner is not in Lance coherency, that individual banner is shaken. Once coherency is restored, they are not shaken. This, equally, can screw you. Hope your opponent has not brought quake cannons... ===Lances and the Strategy Phase=== *Lances may be issued orders to each individual banner, or be issued a '''Lance Order'''. If choosing the latter, the highest command roll within the lance is used and between one and all of the banners in a lance my be issued the same order. *New orders available include: **'''Charge:''' Yes, this isn't a new order however the FAQ has made some changes; gone are the days of charging in bendy lines. Knights must now take the shortest distance when charging a target, and while their front arc is 360, a turn is defined as making a 45 degree pivot of the base '''irrespective of arc'''. So Knights may not make any turns after beginning their charge. They can turn before it, but not after. ***Knights may now make smash attacks against units which are of the same scale or smaller than themselves now as well! **'''Coordinated Strike:'''Used when making shooting attacks only - This can make avenger gatling cannons somewhat more useful. When making a coordinated strike, nominate one knight to make the attack and then add one to the strength of the weapon for each knight which is in range and has LoS to the intended target. E.g. A unit of 4 Knight Errants makes a coordinated strike, one thermal cannon is fired, but its strength is increased to '''S12''', S8 + 4 knights in range and LoS. ***This could be useful on the Avenger Gatling cannon more than anything, but it does mean you are losing out on all your other knights making ranged attacks to increase the strength of one weapon. Very situational. ***<s>Literally a free +1S if the banner only have a single Knight left, and Acastus only need 1 knight to form a banner.</s> Nope, FAQ'ed, Acastus knights can no longer be in a lance. >
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