Warhammer 40,000/8th Edition Tactics/Adeptus Titanicus
This is the 8th Edition's Adeptus Titanicus tactics. Their current tactics are here. Not to be confused with the tactics for Adeptus Titanicus, the specialist game.
Why Play Adeptus Titanicus[edit]
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?
Pros[edit]
- Insanely tough. Your weakest unit has 35 wounds and T9 (meaning even hammernators will always wound you on a 5+ or worse,) and Void Shields make a mockery of Mortal Wounds.
- Low unit count will have you going first most of the time.
- Excels at taking on other super-heavies and basically everything else.
- You have tools for every eventuality, is your opponent spamming superheavies? Bring a laser destructor or Volcano Cannon. Are they spamming guardsmen? Bring a mega bolter or one of the reaver's missile launchers. And all of this variety comes on a super tough platform other factions would be paying through the teeth to replicate...if they even have a comparable equivalent. Many of them don't.
- The sheer amount of Awesome.
- Don’t underestimate the psychological effect this would have on your enemy, the first thing your opponent will think when seeing a model as imposing, awesome and huge on the battlefield is “ow shit." from that point on your enemy will always be mentally on the back foot.
- Although expensive, titans are relatively good value for money. £430 buys you a warhound titan, which is 2000 points, and most armies will cost you that much, if not more, guard players will be reaching for the hatchet to prize out their last kidney to pay for one of their 2000 setups.
- The only faction which provides you the same points per pound spent are the custodes, take comfort in the fact that although your warhound Titan cost you the price of a reasonable tv, it costs about a fifth of the price of the guard that you're now anally abusing.
- You destroy balanced armies even harder than the Knights do - most opponents will bring a lot of low strength firepower and few high strength weapons, so just kill the high strength weapons first and then stride around the table safe in the knowledge you cannot be harmed.
- They’re giant mechs that every race in 40k fears that can destroy entire cities by looking at them sideways, what other reason do you need?
Cons[edit]
- All models are Forge World, and are the most expensive ones they have at that matter. Fielding more than maybe a couple of models will cost you more than a decent car and may very well force you to sell most of your children on the black market. A Warhound will cost you £430, a Reaver £701 - £721, a Nemesis Warbringer £1018, a Warlord £1334 - £1367 and a "value" box set of five titans is currently available for £3250.
- You also need (unless you're proxying weapons) to buy a variety of weapons to allow your Titan to be flexible, and to magnetise/rod and paint these weapons as well.
- A distinct lack of CPs as the cheapest detachment you can field that gives you CPs is 6000 points!
- Good luck holding objectives with only a handful of models. Most Titan bases will be larger than 6" across, so sitting on it will prevent the enemy from getting within 3" of the center of the objective- but fat consolation if someone with an Objective Secured equivalent gets there first.
- If you lose a model you're fucked, it doesn't matter how tough your army as you’ll only have maybe three models in your army at most, and are likely to have only one in competitive play (2000 point games, for example).
- More of a challenge than a con really, but titans are the most difficult models to build and paint, they have a lot of individual parts (not including almost mandatory magnetisation), all of which are Forgeworld "quality" resin, which need partially building then undercoating, followed by the buckets of paint and the several days required to apply it all. If you revel in this, however, this is a positive, as you’ll be working on this for up to a month and the results (if you put the work in) are glorious.
- A little underloved rule-wise, due to how little they are bought/played with, making them the last to receive updates.
- The lack of objective secured really hurts, along with some of the guns being a little “underpowered”, the chainfist being a prime example.
- Nobody will ever want to play you if you field a full detachment of them.
- Seriously, no one.
- Ever.
- ...But it would be bloody worth it.
- Ever.
- Seriously, no one.
- Good luck transporting your titans from home to your FLGS. This might be solved if your FLGS is run by bros who'll keep them for you, but then again, it will take some juicy space for them to keep them on storage.
Special Rules[edit]
- Imperial God-Engine: Titans can simply walk out of combat whenever they so please without taking any of the regular penalties for doing so. Tired of stepping all over his Tactical Squads? Walk away and blow his tanks to pieces! Worried about taking damage you can't save against from that Knight Gallant? Walk away and blast them to bits in the shooting phase instead! This half of the rule effectively means that Titans can never be tarpitted outside of literally filling the entire table. They can also move over enemy infantry to boot! While they can fire heavy weapons on the move with no penalties, they don't benefit from cover unless they're at least half obscured from view. Unlike Knights, they can also fire their guns at models within 1" of them (unless the model has the Titanic keyword).
- Macro Weapons: Not exclusive to Titans, but worth noting since most of your weapons will be in this category. They can't be fired on the move unless the user has the Titanic keyword (which all your units have, luckily), and can never Overwatch. However, any damage they inflict on a target with the Titanic or Building keyword is doubled (after any randomized damage is rolled for) so they're ideal for blowing up other Titans. Or anything else, given their absurdly high average stats.
- Void Shields: These are a special save that can be used in the place of an armor or invulnerable save against any non-melee attack. They're not affected by AP, and unlike invulnerable saves they can be used to negate mortal wounds. Each mortal wound has to be saved against separately, so while you might not be able to cancel every mortal wound outright, they can still be mitigated to some degree. The roll needed for the Void Shield save is listed on each Titan's damage table. Note that this save will decrease as your Titan becomes more damaged, and as mentioned before it will not protect against melee attacks.
- Icon of Imperial Might: Limited to Reavers and Warlords, this forces all enemy units within 9" of the Titan to add another D6 to their morale tests, thus increasing the odds that they'll fail and lose models.
- Average of 3.5, it will only really matter if your titans in melee but it adds to your anti-tarpit capability by making the tarpit run away faster.
Unit Analysis[edit]
Predictably, these are all Lords of War and Forge World exclusives. Keywords are ADEPTUS TITANICUS and <TITAN LEGION>.
Warhound Scout Titan[edit]
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. Unfortunately it’s high speed isn’t of much use unless you're playing a full scale version of adeptus titanicus (aka a 10,000 plus match play game) against nothing but titans, as in a 2000 to 6000 point game of speed simply allows it to move into firing range, whereupon it will just sit there until it either kills everything or is itself killed. It starts off shooting at BS 2+, which also never gets any lower than BS 4+. It also has a 4+ Void Shield, but that will cut out when your wounds drop into single figures.
Weapons[edit]
- Arm mounts (max 2)
- Dual Turbo-Laser Destructor: 96", Macro 2D3, S16 AP-3 D2D6, inflicts D3 extra mortal wounds on a to wound roll of 6. It says a lot that this is the weakest of the anti-vehicle weapons available. Perfect at hunting things like Baneblades, but anything just below the TITANIC keyword threshold has a good chance of surviving as it won’t be affected by the 2X damage from the macro keyword (unless you roll well for the 2d6 damage and number of shots).
- Titan Inferno Gun: 18", Heavy 4D6, S7 AP-3, D4. Shorter ranged and somewhat less reliable than the Vulcan Mega-Bolter, but has the potential to fire more shots at higher strength that do twice as much damage and automatically hit, so it doesn’t give a monkey’s shiny bollock about damage tiers. This last bit is especially useful, as your titan WILL be shot at and WILL lose wounds, and post errata it starts decreasing in BS after losing just 5 wounds (i.e. a lucky damage roll with a lascannon). Taking this ensures your titan stays at the same effectiveness until it dies.
- Hilariously brutal when firing Overwatch, but if your opponent is stupid enough to charge a model armed with this then they deserve to lose.
- Titan Plasma Blastgun: 72", a Macro 2D6 Plasma Gun that's S8 AP-3 D3 in normal mode, S10 AP-4 D4 when overcharged. Void shields are explicitly stated not to prevent Mortal Wounds caused by overheating, but even in the worst case scenario you'll still have 23 wounds left.
- Actually fairly mediocre (for a titan weapon) in regular mode. Overcharged it equals the Laser Destructor, but the Mortal Wounds are a bad deal: as already stated, post errata, your titan starts losing effectiveness after only 5 wounds lost.
- Titan Vulcan Mega-Bolter: 72", Heavy 20, S6 AP-3, D2. When you need that big blob of infantry dead right this second, fantastic at chipping anything to death due to its “good” ap (again, if you can call the same ap as a power fist or plasma gun merely "good") and two damage, although best not used against other titans as your second weapon should be the one to deal with those.
- This weapon is the most efficient weapon for killing GEQ’s (unless they’re in cover, in which case you want the incinerator missile launcher), don’t forget it, it’s even slightly overkill (see below) when it comes to killing 10 man squads, so if you have a choice between 10 man guardsman squads or conscript blobs, go for the conscript blobs (you’ll kill around 24 models after taking morale into account).
Reaver Battle Titan[edit]
Toughness 10, 60 wounds, and a 3+ save and a 3+ void shield. 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). It’s main weakness for it is the minimising range on a lot of its weapons, making it “vulnerable” to close range shooting and charges unless you give it a weapon which can overwatch for it (*cough* inferno gun *cough*).
Weapons[edit]
- Arm mounts (max 2)
- Reaver Gatling Blaster: 72", Macro 6, S8 AP-3, D3, each hit counts as 3 hits when used against INFANTRY. Fewer shots than the Vulcan Mega-Bolter, but each one will hit harder and it can also take on light to medium vehicles as well. Against MEQ’s it will kill 10.4 models (at least 130 points worth) and against TEQ’s it will kill 8.3 models (more than 250 points worth). keep this in mind when choosing targets for this weapon to kill, it may seem tempting to wipe out entire squads of guardsmen but this weapon will kill GEQ’s and TEQ’s at almost the same rate, use your overpowered bullets wisely.
- Its macro keyword and relatively low strength means that light vehicles and heavies without the titanic keyword (eg land raider) are relatively resilient against this weapon, as such you’ll want to be taking out infantry first before you go after vehicles.
- Reaver Laser Blaster: 96", Macro 3D3, S10 AP-3, D2D6, inflicts D3 extra Mortal Wounds on a to wound roll of 6. Less powerful than the Destructor (assuming it's not another FW typo), but compensates with a somewhat better volume of fire.
- Unless they fix the typo (if it is a typo) the melta cannon is better unless you just want to stand back and shoot.
- Reaver Volcano Cannon: 180", Macro D6, S25 (!) AP-5 D12. What you use to trash Knights and "small" superheavies while threatening anything larger.
- You'll probably take one anyway because it's fuckawesome, but its high strength is wasted unless you're expecting to fight other titans. If you've got plenty of juicy tanks to wreck it's all good, but if you find yourself shooting at infantry you'll be wishing you had something with a better number of shots. Saying that it is still excellent at “sniping” anything with a high price tag which is asking for a land raider sized hole ripped into them, or a character foolish enough to expose themselves to you.
- Reaver Titan Power Fist: Sx2 AP-5 D10. Has a similar trick to the Knights' Thunderstrike Gauntlet, killing any Vehicle or Monster that lacks the Titanic keyword allows you to select a unit within 12"; on a 4+ you throw whatever you killed at that unit and inflict D6 mortal wounds on them.
- Take this, the chainfists -1 to hit outstrips it’s chance of getting extra mortal wounds (see table below) and dealing mortal wounds by throwing vehicles at them is far more useful. However, the chainfist does look fantastic (and so does the power fist), unless your playing competitively you should not feel bad for taking one.
- Reaver Titan Chainfist: Same statline as above, but causes -1 to hit. However, any to wound roll of 6 where a Vehicle, MONSTER, or Building is targeted deals 2D6 extra mortal wounds. Remember that void shields do not work against melee attacks, so against Titans and Titan-equivalents that lack melee weapons those Mortal Wounds can be a a big deal.
- If it dealt extra damage per hit it would be worthwhile, but the -1 to hit is just too much when your only hitting on a 4+ to begin with.
- The titan only has a WS of 4+, though: decreasing it to 5+ really hurts. FWIW, you've got a ~25% chance of the bonus damage proc-ing at least once in the round.
- Reaver Melta Cannon: 48", Macro 2D6, S16 AP-4 D6. Its damage is fixed, so no need to worry about being within melta range.
- Recommended particularly for a melee build due to its flexibility (and you've going to be up close anyway); it has a decent number of shots, but also high strength for dealing with (non-titan) vehicles. It is still however, a macro weapon, so it’ll do a lovely 12 damage against titans which makes up for its relatively low strength, but you won’t be able to use it in overwatch, and hammernators, knights and girlyman will jump at the chance to inflict some easy wounds.
- Reaver Gatling Blaster: 72", Macro 6, S8 AP-3, D3, each hit counts as 3 hits when used against INFANTRY. Fewer shots than the Vulcan Mega-Bolter, but each one will hit harder and it can also take on light to medium vehicles as well. Against MEQ’s it will kill 10.4 models (at least 130 points worth) and against TEQ’s it will kill 8.3 models (more than 250 points worth). keep this in mind when choosing targets for this weapon to kill, it may seem tempting to wipe out entire squads of guardsmen but this weapon will kill GEQ’s and TEQ’s at almost the same rate, use your overpowered bullets wisely.
- Carapace mounts (max 1)
- Dual Turbo-Laser Destructor
- Titan Plasma Blastgun
- Titan Inferno Gun
- Titan Vulcan Mega-Bolter
- Incinerator Missile Bank: 24-360", Heavy 10, S6 AP-2 D2. Able to target units not visible to the user, doubles hits scored against INFANTRY, and negates cover saves to boot. The bane of cover camping armies, use against tyranid and guardsmen swarms to ensure that you never have any friends.
- Apocalypse Missile Launcher: 24-360", Heavy 12, S7 AP-2 D2. Doesn't have the hit doubling or cover negation properties of the Incinerator Missiles, but it can still hit things not visible to the user and is a little more effective against opponents with high toughness. The iconic choice.
- Neither of these options can overwatch however, even though they’re Heavy weapons instead of macro, their minimum range of 24” means that you will never be able to use it against charging units (as a charge can only be initiated when 12” (18” if you want to be funny) or closer). As such, if you take one of these you’ll want an arm weapon which is suitable for discouraging charges.
Nemesis Warbringer Titan[edit]
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. With T13, W65 and a 2+ save, this monster officially clocks in as the second toughest thing in the game, and is truly a happy medium between the reaver and the warlord in armament, defensive capability, points and cash.
Weaponry[edit]
Arm Mounts[edit]
See Reaver Titan.
Carapace Mount[edit]
- Nemesis Quake Cannon: The main selling point to this titan. 24"-480" range allows you to fire at things from your local table to Spain. S16 Ap-5 ain't too shabby for titan hunting. It also has the Quake Cannon's rule that halves movement/charge distance the next turn. It can also fire indirectly (as if anything short of a Fortress of Redemption could hide a Titan or other small priority targets).
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 2030 and what it'll look like is another matter, but it's likely to have a similarly HAWGE carapace cannon. Yay!
Miscellaneous[edit]
- Ardex-Defensor Maulers: Comes equipped with three of these for that close-range defense (I personally prefer to have a dedicated close combat unit between the legs of my titans to supplement their defenses, titanhammer terminators exist for a reason). You know, just in case something actually survived to get in close.
- Anvillus Defence Batteries: Mounted on its shoulders, the Quad Autocannons with a treadmarkeable name have 72" range, 8 shots per battery, and are perfect for anti-air defence. This is just as well, as AA's all they're good for due to only being able to target units with the FLY keyword (which in this edition is a surprisingly large amount).
Warlord Battle Titan[edit]
Toughness 16, 70 wounds, and a 2+ save. 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. Being the most powerful unit in the game gives this colossal model a unique level of protection as even a Shadowsword will only wound a warlord on a 4+, and Hammernators will wound on a 6+, never mind the humble flashlight. Unless there’s at least a reaver on the battlefield a warlord Titan can just plant it’s giant feet and shoot at whatever takes its fancy.
Weapons[edit]
- Arm mounts (max 2)
- Sunfury Plasma Annihilator: 72", Macro 2D6, S10 AP-4 D2D6. No overcharging here, not like you'd need it. Instead, after resolving damage you roll a D6 for all other units within 6" of the original target, and on a 4+ they take D3 hits from the weapon as well. A heavy-infantry buster that will punish opponents who keep their units too tightly clustered.
- Fantastic for hitting hiding characters, as they count as a separate unit and you only need one of those hits to get through to kill most characters.
- Mori Quake Cannon: 24-360", Macro 3D6, S20(!) AP-5 D6, and anything that gets hit by it halves all movement actions in the following movement phase.
- Excellent at deterring charges by smaller titans (reavers) with melee weapons, as after a hit from this the melee Titan probably won’t be able to get into charging range.
- Saturnyne Lascutter: Functions as both a melee weapon and a ranged weapon. As a ranged weapon, it's 18", Heavy 1, S12 AP-4 D6, and after a successful hit it can roll to hit again until it either misses or accumulates a total of 12 hits. As a melee weapon, it's S20 AP-5 D12 and can re-roll failed to wound rolls against anything with the Monster, Vehicle, or Building keywords.
- Although it is the best melee weapon for a warlord (although it’s shooting isn’t as good) it has NO model/arm for the warlord on forge world, which is a damned shame as such a weapon would look fantastic, so until then you’ll have to use your warlords power fist as a proxy.
- Warlord Gatling Blaster: Identical to the Reaver version, but with 12 shots instead of 6.
- Arioch Titan Power Claw: Sx2 (that's S32, by the way) AP-5 D12, and has the same throwing rule as the Reaver's Power Fist. Doesn't even harm your firepower since it comes with a built-in Vulcan Mega Bolter. Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+.
- Belicosa Volcano Cannon: The absolute end-all solution to any problems with superheavies. 180" range, Macro D6, S30 AP-6 D12, and as a little bit of extra "fuck you" a roll to wound of 6 inflicts D6 extra mortal wounds. Make no mistake, this thing will wound just about anything, and it's almost guaranteed to kill them in one shot.
- Not true actually, its strength 30 is wasted against all targets except the warlord titan (or the emperor titan if it had rules), but even then its "crap" (for a titan murderer at least) as the quake cannon fires 3 times as fast for only a reduction in damage of a half per shot, and the volcano cannons extra mortal wounds average out to not much, while the quake cannons double range and ability to inflict movement penalties on those hit makes it superior from a stand and shoot perspective. The only real advantage the volcano has is that it has no minimum range, allowing it to be used in titan "knife fights", if it dealt extra damage or re-rolled wounds against Titanic then it would be worth it against other titans.
- Although on standard playfields the minimum range of the quake cannon will severely hinder its usefullness - otherwise I agree.
- Not true actually, its strength 30 is wasted against all targets except the warlord titan (or the emperor titan if it had rules), but even then its "crap" (for a titan murderer at least) as the quake cannon fires 3 times as fast for only a reduction in damage of a half per shot, and the volcano cannons extra mortal wounds average out to not much, while the quake cannons double range and ability to inflict movement penalties on those hit makes it superior from a stand and shoot perspective. The only real advantage the volcano has is that it has no minimum range, allowing it to be used in titan "knife fights", if it dealt extra damage or re-rolled wounds against Titanic then it would be worth it against other titans.
- Sunfury Plasma Annihilator: 72", Macro 2D6, S10 AP-4 D2D6. No overcharging here, not like you'd need it. Instead, after resolving damage you roll a D6 for all other units within 6" of the original target, and on a 4+ they take D3 hits from the weapon as well. A heavy-infantry buster that will punish opponents who keep their units too tightly clustered.
- Carapace mounts (max 2)
- Dual Turbo-Laser Destructor
- Titan Plasma Blastgun
- Incinerator Missile Bank
- Apocalypse Missile Launcher
- Twin Titan Vulcan Mega-Bolter: A Mega-Bolter with 40 shots. Using this will guarantee that no sane Ork or Tyranid player will even bother trying to play against you.
- Reaver Gatling Blaster
- Reaver Laser Blaster
- Other (2 of each):
- Ardex-Defensor Maulers: 36", Heavy 6, S6 AP-3 D2. Always hits on a 5+ when used for overwatch, ignoring all modifiers. The first of your tools for discouraging anyone against charging you in the unlikely event they won't be wiped out by a stomp.
- Ardex-Defensor Twin Lascannon: A 2 shot Lascannon with the same overwatch boost as the maulers. For some reason, it can only be used to shoot opponents behind you, making it the only weapon in 8e where facing matters so far. As a result, this rule is completely pointless: none of your other weapons care about facing, and your survivability isn't effected either. So, you want to use your Lascannons? Spin your titan around and moonwalk everywhere.
The Maths[edit]
The best weapon in a particular category (eg. Reaver melee weapons) is highlighted in bold.
Warhound Titan[edit]
- | - | Warhound | Reaver | Warlord | Heriophant | Revenant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T9 W35 3+/4++ vs. ranged A4 | T10 W60 3+/3++ vs ranged A5 | T16 W70 2+/3++ vs. ranged A5 | T8 W50 2+/5++ | T9 W32 3+/4++ | T9 W60 3+/4++ | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W1 3+ |
Dual Turbo-Laser Destructor | Macro2D3 S16 ap-3 D2D6 + 1.11MW | 15.55 + 0.55 MW | 10.37 + 0.37MW | 7.77 + 0.37MW | 25.92 + 1.11MW | 15.55 + 1.11MW | 15.55 + 1.11MW | 32.40 + 1.11MW | 12.96 + 1.11MW | 16.20 + 1.11MW | 25.92 + 1.11MW | 6.48 + 1.11MW | 1.38(9.72) + 1.11MW | 2.77 + 1.11 MW | 2.31 + 1.11MW |
Titan Inferno Gun | Heavy4D6 S7 ap-3 D4 | 9.33 | 6.22 | 3.11 | 12.44 | 9.33 | 9.33 | 15.55 | 12.44 | 23.33 | 15.55 | 12.44 | 4.66(18.66) | 11.66 | 7.77 |
Titan Plasma Blastgun (normal) | Macro2D6 S8 ap-3 D3 | 5.83 | 3.88 | 1.94 | 11.66 | 5.83 | 5.83 | 14.58 | 5.83 | 9.72 | 11.66 | 3.88 | 1.944(5.83) | 4.86 | 4.05 |
Titan Plasma Blastgun (overcharged) | Macro2D6 S10 ap-4 D4 | 15.55 | 7.77 | 5.18 | 20.74 | 15.55 | 15.55 | 31.11 | 12.96 | 15.55 | 20.74 | 5.18 | 2.43(9.72) | 4.86 | 4.86 |
Titan Vulcan Mega-Bolter | Heavy20 S6 ap-3 D2 | 5.55 | 3.70 | 1.85 | 7.40 | 5.55 | 5.55 | 9.25 | 7.40 | 7.40 | 7.40 | 5.55 | 5.55(11.11) | 13.88 | 9.25 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Titanic Strides (ws 5+ A4) | Melee (make 3 hit rolls) S10 ap-3 D3 | 6.66 | 5 | 2.66 | 5.33 | 4 | 4 | 6.66 | 5.33 | 6.66 | 6.66 | 2.66 | 1.66(5) | 3.33 | 2.77 |
Reaver Titan[edit]
- | - | Warhound | Reaver | Warlord | Heriophant | Revenant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T9 W35 3+/4++ vs. ranged A4 | T10 W60 3+/3++ vs ranged A5 | T16 W70 2+/3++ vs. ranged A5 | T8 W50 2+/5++ | T9 W32 3+/4++ | T9 W60 3+/4++ | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W1 3+ |
Reaver Gatling Blaster | Macro6(x3 vs infantry) S8 ap-3 D3 | 5 | 3.33 | 1.66 | 10 | 5 | 5 | 12.5 | 5 | 8.33 | 10 | 3.33 | 5(15) | 12.5 | 10.41 |
Reaver Laser Blaster | Macro3D3 S10 ap-3 D2D6 + 1.66MW | 23.33 + 0.83MW | 11.66 + 0.55MW | 7.77 + 0.55MW | 31.11 + 1.66MW | 23.33 + 1.66MW | 23.33 + 1.66MW | 38.88 + 1.66MW | 15.55 + 1.66MW | 19.44 + 1.66MW | 31.11 + 1.66MW | 7.77 | 2.08(14.58) | 4.16 | 3.47 |
Reaver Volcano Cannon | MacroD6 S25 ap-5 D12 | 29.16 | 19.4 | 15.55 | 38.88 | 29.16 | 29.16 | 58.33 | 29.16 | 29.16 | 38.88 | 9.72 | 1.21(14.58) | 2.43 | 2.43 |
Reaver Melta Cannon | Macro2D6 S16 ap-4 D6 | 23.33 | 15.55 | 11.66 | 38.88 | 23.33 | 23.33 | 58.33 | 24.30 | 29.16 | 38.88 | 9.72 | 2.43(14.58) | 4.86 | 4.86 |
Incinerator Missile Bank | Heavy10(x2 vs infantry) S6 ap-2 D2 | 2.77 | 1.85 | 0.92 | 2.77 | 2.77 | 2.77 | 3.70 | 2.77 | 3.70 | 3.70 | 2.77 | 5.55(11.11) | 13.88 | 7.40 |
Apocalypse Missile Launcher | Heavy12 S7 ap-2 D2 | 3.33 | 2.22 | 1.11 | 3.33 | 3.33 | 3.33 | 4.44 | 3.33 | 6.66 | 4.44 | 4.44 | 3.33(6.66) | 8.33 | 4.44 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Titanic Strides (ws 4+ A5) | Melee (make 3 hit rolls) S10 ap-3 D3 | 12.5 | 9.37 | 5 | 10 | 7.5 | 7.5 | 12.5 | 10 | 12.5 | 12.5 | 6.25 | 3.125(9.37) | 6.25 | 5.20 |
Reaver Titan Power Fist (ws 4+ A5) | Melee Sx2 ap-5 D10 | 20.83 | 20.83 | 16.66 | 13.88 | 10.41 | 10.41 | 20.83 | 20.83 | 20.83 | 20.83 | 6.94 | 1.0416(10.41) | 2.08 | 2.08 |
Reaver Titan Chainfist (ws 4+ -1 to hit A5) | Melee Sx2 ap-5 D10 + 1.94MW | 13.88 + 1.94MW | 13.88 + 1.94MW | 11.11 + 1.94MW | 9.25 + 1.94MW | 6.94 + 1.94MW | 6.94 + 1.94MW | 13.88 + 1.94MW | 13.88 + 1.94MW | 13.88 + 1.94MW | 13.88 + 1.94MW | 4.62 | 0.69(6.94) | 1.38 | 1.38 |
Warbringer Nemesis Titan[edit]
- | - | Warhound | Reaver | Warlord | Heriophant | Revenant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T9 W35 3+/4++ vs. ranged A4 | T10 W60 3+/3++ vs ranged A5 | T16 W70 2+/3++ vs. ranged A5 | T8 W50 2+/5++ | T9 W32 3+/4++ | T9 W60 3+/4++ | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W1 3+ |
Reaver Gatling Blaster | Macro6(x3 vs infantry) S8 ap-3 D3 | 5 | 3.33 | 1.66 | 10 | 5 | 5 | 12.5 | 5 | 8.33 | 10 | 3.33 | 5(15) | 12.5 | 10.41 |
Reaver Laser Blaster | Macro3D3 S10 ap-3 D2D6 + 1.66MW | 23.33 + 0.83MW | 11.66 + 0.55MW | 7.77 + 0.55MW | 31.11 + 1.66MW | 23.33 + 1.66MW | 23.33 + 1.66MW | 38.88 + 1.66MW | 15.55 + 1.66MW | 19.44 + 1.66MW | 31.11 + 1.66MW | 7.77 | 2.08(14.58) | 4.16 | 3.47 |
Reaver Volcano Cannon | MacroD6 S25 ap-5 D12 | 29.16 | 19.4 | 15.55 | 38.88 | 29.16 | 29.16 | 58.33 | 29.16 | 29.16 | 38.88 | 9.72 | 1.21(14.58) | 2.43 | 2.43 |
Reaver Melta Cannon | Macro2D6 S16 ap-4 D6 | 23.33 | 15.55 | 11.66 | 38.88 | 23.33 | 23.33 | 58.33 | 24.30 | 29.16 | 38.88 | 9.72 | 2.43(14.58) | 4.86 | 4.86 |
Anvillus-Pattern Defence Battery | Heavy 8 S8 ap-1 D1 (can only target FLY units) | 0 | 0 | 0 | 0 | 2.22 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Nemesis Quake Cannon | Macro3D6 S16 ap-5 D6 | 35 | 23.33 | 17.5 | 58.33 | 35 | 35 | 87.5 | 43.75 | 58.34 | 43.75 | 14.58 | 3.64(21.87) | 7.29 | 7.29 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | ||
Titanic Strides (ws 4+ A5) | Melee (make 3 hit rolls) S13 ap-3 D3 | 12.5 | 12.5 | 5 | 10 | 7.5 | 7.5 | 12.5 | 10 | 12.5 | 12.5 | 6.25 | 3.125(9.37) | 6.25 | 5.20 |
Warlord Titan[edit]
- | - | Warhound | Reaver | Warlord | Heriophant | Revenant | Phantom | Baneblade | Land Raider | Rhino | Imperial Knight | Guilliman | Custodian | Guardsman | Space Marine |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Stats | T9 W35 3+/4++ vs. ranged A4 | T10 W60 3+/3++ vs ranged A5 | T16 W70 2+/3++ vs. ranged A5 | T8 W50 2+/5++ | T9 W32 3+/4++ | T9 W60 3+/4++ | T8 W26 3+ | T8 W16 2+ | T7 W10 3+ | T8 W24 3+/5++ vs ranged | T6 W9 2+/3++ | T5 W3 2+/4++ | T3 W1 5+ | T4 W1 3+ |
Sunfury Plasma Annihilator | Macro2D6 S10 ap-4 D2D6 | 27.22 | 13.61 | 9.07 | 36.29 | 27.22 | 27.22 | 54.44 | 22.68 | 27.22 | 36.29 | 9.07 | 2.43(17.01) | 4.86 | 4.86 |
Mori Quake Cannon | Macro3D6 S20 ap-5 D6 | 43.75 | 29.16 | 23.33 | 58.33 | 43.75 | 43.75 | 87.5 | 43.75 | 43.75 | 58.33 | 14.58 | 3.64(21.87) | 7.29 | 7.29 |
Saturnyne Lascutter (Shooting) | Heavy4 S12 ap-4 D6 (Each hit creates a new hit up to 12) | 6.66 | 4.44 | 2.22 | 8.88 | 6.66 | 6.66 | 13.33 | 11.11 | 13.33 | 8.88 | 5.55 | 1.38(8.33) | 2.77 | 2.77 |
Saturnyne Lascutter (Shooting) | Heavy12 S12 ap-4 D6 (Each hit creates a new hit up to 12) | 19.98 | 13.32 | 6.66 | 26.64 | 19.98 | 19.98 | 40 | 33.33 | 40 | 26.64 | 16.66 | 4.16(25) | 8.31 | 8.31 |
Warlord Gatling Blaster | Macro12(x3 vs infantry) S8 ap-3 D3 | 10 | 6.66 | 3.32 | 20 | 10 | 10 | 25 | 10 | 16.66 | 20 | 6.66 | 10(30) | 25 | 20.82 |
Belicosa Volcano Cannon | MacroD6 S30 ap-6 D12 + 1.70MW | 29.16 + 0.85MW | 19.44 + 0.56MW | 15.55 + 0.56MW | 38.88 + 1.70MW | 29.16 + 1.70MW | 29.16 + 1.70MW | 58.33 + 1.70MW | 29.16 + 1.70MW | 29.16 + 1.70MW | 38.88 + 1.70MW | 9.72 | 1.21(7.29) | 2.43 | 2.43 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Ardex-Defensor Maulers | Heavy6 S6 ap-3 D2 | 1.66 | 1.11 | 0.55 | 2.22 | 1.66 | 1.66 | 2.77 | 2.22 | 2.77 | 2.22 | 1.66 | 1.66(3.33) | 4.16 | 2.77 |
Ardex-Defensor Twin Lascannon | Heavy2 S9 ap-3 DD6 | 1.45 | 0.64 | 0.64 | 2.59 | 1.45 | 1.45 | 3.24 | 2.59 | 3.24 | 2.59 | 1.29 | 0.55(1.94) | 1.38 | 1.38 |
- | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Greater Titanic Strides (ws 4+ A5) | Melee (make 4 hit rolls) S16 ap-4 D4 | 26.66 | 26.66 | 16.66 | 22.22 | 13.33 | 13.33 | 33.33 | 27.77 | 33.33 | 33.33 | 11.11 | 4.16(16.66) | 8.33 | 8.33 |
Arioch Titan Power Claw (ws 4+ A5) | Melee Sx2 ap-5 D12 | 25 | 25 | 25 | 16.66 | 12.5 | 12.5 | 25 | 25 | 25 | 25 | 8.33 | 1.04(12.5) | 2.08 | 2.08 |
Saturnyne Lascutter (ws 4+ A5) | S20 ap-5 D12 (re-roll wounds against Monster, Buildingand Vehicle) | 29.16 | 29.16 | 26.66 | 19.33 | 14.58 | 14.58 | 29.16 | 29.16 | 29.16 | 29.16 | 9.72 | 1.04(12.5) | 2.08 | 2.08 |
Notes[edit]
- Guardsmen can be considered just a generic GEQ as almost all titan weapons have ap-3 or better, so aspect warriors and guardsmen will die at the exact same rate except against the missile launchers.
- Guilliman and custodies are included as examples of units with "relatively" low toughness, but incredibly high armour and invulnerability saves. They are also their to highlight how vulnerable they are, as they are low wound count, high point cost units. For the custodes as they are not single wound units but still exist in squads the first number listed is the total number of unsaved hits against the unit, with the number in brackets being the total damage caused.
- If a weapon causes additional mortal wounds against Vehicle, Monster or Titanic models (aka, almost all the targets listed here) on a 6+ to wound then that is listed on its stats section and then again on the total damage (to take void shields into account).
- If an attack would cause mortal wounds to another unit by throwing the remains of another slain unit at them then that damage is ignored, as it is difficult to factor in such damage. However, keep this potential benefit in mind when consulting the damage table, especially as such mortal wounds can be used against characters within range.
- All attacks are assuming that the titan firing the weapon is undamaged.
- In the case of Eldar titans it is assumed that they are being hit while at maximum speed, so will have their highest invulnerability save. It is also assumed that the titan will have its invulnerability save in melee, as (due to their high movement speed) they will most likely charge their target, rather than being stationary and being charged.
- In the case of the Sunfury Plasma Annihilator, it’s D3 hits on a 4+ to surrounding units ability is ignored as it is difficult to quantify how many units would be effected, so it is assumed that your opponent isn’t stupid and is keeping all of their units at least 6” apart.
- The Saturnyne Lascutter has an 11.2% chance of making a total of 12 hts, which is unlikely unless you can get some re-rolls to hit. As such, the calculations above will be for 4 hits, which have a 48.2% chance of occurring (50% being a statistically likely event). Values for it creating all 12 of its potential hits will still be included however to show how powerful it can potentially be, but it’s heavy 4 profile will still be used as the example for comparing against other weapons.
The Best Titan Loadouts[edit]
For weapons like lasguns and bolters it’s relatively simple to figure out how they fit into the world, it’s relatively easy to decide what guns to give your marines or guardsmen as each gun is almost labelled with a “use me against this enemy” sticker, and such guns have had preferred targets for as long as there has been 40K. But what about in a world where toughness and strength go past 8, a world where ap-3 is commonplace, a world which is so underplayed that it’s not commonplace knowledge what weapons you use against what targets, especially in the new and improved 8th edition. Well that is what this section is here to answer, combining the maths behind all the guns and the knowledge of the general tactics, to give you the “best” loadout for each of the titans listed here.
This section is split into categories for each Titan:
- First weapon: Your true bruiser, the hardest hitting gun in your arsenal, the one you use for killing other titans. It’s also a versatile gun, being chosen because it will deal large and relatively efficient amounts of damage to all targets.
- Second weapon: Similar to the first, but will often be a more supporting gun, often superior against infantry to your main gun.
- Second weapon (melee): The best melee weapon at your disposal, which weapon (your heavy hitter or support weapon) you replace to add this melee weapon depends on what you’ll be up against and personal taste.
- Carapace weapon: The best weapon for the carapace slot, often a long range infantry cruncher but can take the arm weapons of smaller titans.
- Wildcard: Not your best or second best weapon but a weapon which excels at a certain task or against certain enemies, and as such is still worth considering.
- Last place (the don’t bother option): The weapon which GW left behind, it doesn’t even have to be obviously bad, it might simply be too over powered for what it’s supposed to do, and ends up being vastly out performed by the opposition.
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.
Warhound Titan:[edit]
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.
Second choice: Vulcan Mega Bolter, the superior gun when it comes to GEQ and MEQ murder due to its high shot count and “good” ap of -3, shot for shot it is the most efficient way of killing GEQ’s without adding in re-rolls, which is unnecessary as a 20 shot volley from this is more than capable of killing 10 guardsmen squad with room to spare, or to kill of most off most of a tactical squad and leave the rest running in fear. 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.
Third choice (wildcard): Inferno Gun, shorter ranged than the mega bolter and a little overkill when it comes to infantry chewing, but there is one excellent reason for why you might want to take this, overwatch, as this will throw out 14 auto hitting shots at anything stupid enough to charge your Titan, and its niche against T7 models should not be overlooked, in particular, it’s high rate of fire and damage per shot make it excellent for taking out mid range toughness targets with high invulnerability saves.. 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.
Last place (the don’t bother option): Plasma blast gun, on normal mode it is far out stripped by the destructor against heavy stuff, and it’s not worth over charging it at the risk of mortal wounds, while the flamer and bolter are both vastly superior for overwatch defence and infantry killing, don’t even bother buying this gun.
Reaver Titan[edit]
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: Reaver Melta cannon, comes in at second place to the the volcano cannon on damage output and draws with it against targets with toughness 8 or lower with either a 3+ save or invulnerability save, its higher shot count also makes it okay at dealing with infantry, and it will chew up heavy infantry (never send custodes against this weapon).
Second choice (melee): The Powerfist, the best of all the reavers melee weapons against vehicles etc, while your titanic strides deal with infantry. The 50:50 chance of dealing mortal wounds to a nearby enemy unit is also far more useful than the chainfists mortal wounds, as your “piggy in the middle” land raider can be used to target characters, as it’s an ability, not a shooting attack.
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). But you shouldn’t be using them against vehicles, they’re designed to murder infantry, and the incinerators 20 shots against infantry means that it kills GEQ’s and MEQ’s at the same rate as the mega bolter (an excellent gun in its own right). But what makes it not just another bolter is it’s almost quadruple range and ability to ignore cover, the latter being something which the apocalypse cannot do, which is disappointing because your missile bank should be a weapon used for clearing out cover camping threats.
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.
Carapace choice (wildcard): Inferno Gun, a strange choice yes, but the reaver lacks weapons which can overwatch for it, and as already discussed, the inferno gun is fantastic at deterring/causing total existence failure to charges.
Last place (the don’t bother option): The Chainfist, a weapon which is supposed to be a true Titanic murderer is far out-passed by its power fist sibling, and all because it has a -1 to hit. As stated above, the only reason you should take this option is that it looks fantastic, a truly awesome piece of model design, which isn’t a problem if your playing non-competitively, but otherwise, just leave it at home.
Nemesis Warbringer Titan[edit]
As this uses the Reaver's arm weapons, see above minus the carapace which automatically receives the Anvillus AA batteries.
Warlord Titan[edit]
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.
Second choice: Sunfury Plasma Annihilator, although its not as good as the quake cannon (or the as yet to be discussed volcano cannon) it has the ability to (on a 4+ after dealing damage) to deal D3 hits to nearby units, and there is nothing that says that these hits cannot create addition hits, and so on, and so on. 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 100 of your games, but on the 100th 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 6-8 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.
Second carapace choice: Twin Titan Vulcan mega bolter, there really isn’t any competition once you’ve chosen a missile launcher to fill your long range infantry busting, this gun out shoots all the other carapace options when it comes to annihilating infantry, and it’s high rate of fire makes it almost as good as the flamer when it comes to overwatch defence (and any weaknesses there are plugged up by your ardex weapons). 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.
Other option: Ardex-Defensor Maulers, although the lascannon and maulers do better against ceratin targets over the other, the maulers higher rate of fire is of greater use, especially as these weapons are meant to be part of your overwatch defence, and eve if your lascannon will hit on a 5+ in overwatch, it still only has two shots, meaning you only have a 66.66% chance of one of them actually hitting something.
Last place (the don’t bother option): Belicosa Volcano Cannon, despite looking excellent on paper, its low rate of fire and excessively high strength but not high enough to wound a warlord on a 2+ make this a rather mediocre weapon, which is far out classed by the other weapons available, its even only slightly better than the sunfire cannon, and that weapons not even trying to be a true titan killer, and it at least causes additional hits to all nearby units. 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.
The Dakkatitan[edit]
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. At range, this gives you 132 Heavy (so you can use them to fire overwatch) strength 6 ap-3 D2 shots at 60”, enough to almost destroy a warhound titan by sheer volume of firepower, and enough to wipe an obscene number of guardsmen off the battlefield. The power fists also still mean you can take on super heavies, but you might suffer some damage getting into combat.
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