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Titan configurations

 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 12:02 pm 
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I thought since the battle reports seem to indicate that AMTL isn't fairing that well (always a good sign), we could share which titan configurations seem to work well and which seem to work not so well.

For me I have only tried three configurations under AMTL 3.0x

these have been
Plasma lord (warlord with two plasma cannons 2 plasma destructors
barrage lord (warlrd with CLP and 3 MRLs)
standard config warhounds.

The plasma lord is the most risky.

In one game it guttered a shadowsword company and then walked through two infantry companies, then when fluffy used it, in one game it died without firing a shot, in the second it killed a single shadowsword before exploding.

We then tried to see what would happen if it hadn't exploded and managed to fire its remaining PD and two PC at my tank company, and even thoguh he scored a good number of hits I was lucky and saved all but two.

conclusion  Plasma heavy titans are very dependant on luck.  A few good rolls by the enemy and they are useless.  I have yet to try them against medium armour oppoents, which is where I think they will shine.

Standard warhounds
Standard config Warhounds suffer from being small weak things surrounded by warlords and Reavers.  I forget to play them as scouts and they go rushing up the middle and get themselves killed.  In the next few months I am planning ongetting some more FW warhounds and trying out some other configurations.

Barrage lords
They do what they a basalisk company does, but slightly better.

they suffer from range and firing arcs, ut are void shielded and can't be surpressed.

Good against infantry hordes and can do a fair bit of damage to RA tanks.

Fluffy once managed to catch two independant shadowswords under the templates and without doing any damage put them both to within 1 BM of eaking

Other titans I own

Dakkalord
Borrowing a word from the Orks.  My dakka lord has two turbo lasers and two gatling blasters.  Costing 825ts he is quite cheap as warlords go and very fun to use.  Exchanging the volcano cannon of the standard config warlord for 4 more AP4+/AT4+ shots reduces its anti WE capability, but ups the physiological damage, when you pick up 16 dice.

I have also manged to gut an unshielded Gargant in one volley from this chap, the number of shots making such damage possible.

Siege lord
Corvus assault pod, inferno cannon and two melta cannons all for 825pts, plus the 300pts for the skitarri.
It is short ranged, but does have 3BP ignore cover and 4 TK(1) shots as well as +2TK(1) shots in a firefight.

The use of Skitarri in an assault is a bit of a double edged sword.  It gives you 9 FF5+ and 1 FF4+ additional attacks, but they only have a 5+ armour save and lack voids, so can give the enemy extra combat resolution.

God bane
An anti-titan titan, armed with two volcano canons and a turbo laser, it comes to 700pts.  Not only is it anti titan, but it is also more than capable of going up against armoured columns, especially those of the marines where it can easily reduce their strength to below 50%, or wipe them out.

Other reavers
One of my other two reavers has two gatling blasters and a close combat weapon and the other has two close combat wepoans and a gatling blaster.

The first I can see still having a use.  Its dual gatling blasters used to reduce light armour and infantry formation, whilst its? CC weapon is used to take on any WE of opportunity.

The second has had its ability reduced (it use to have a chain blade and a powerfist to take on anything), so is now dedicated to take on enemy titans and gargants, but still ha some use.

configurations I want to try
The first is a support Reaver armed with two barrage missile and either a vortex or deathstrike missile. 900pts

Fire one missile a turn whist staying near the Blitz.  The barrage at massed infantry or tank units and the deathstrike/vortex at a titan.  I am not that sure about the vortex, against a warlord it only has 4 5+ TK(D3) attacks whilst sustaining.

The second is a quake lord. Two quake cannons, a barrage missile and a gatling blaster, 950pts.

First turn move forwards and fire the barrage at the largest concentration of enemy, then just advance or double for the rest of the game, direct firing the quake cannons at any viable medium to heavy armour formations.

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 1:02 pm 
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First turn move forwards and fire the barrage at the largest concentration of enemy


I'd suggest that you would really want to use the +1 to-hit when firing a one-shot barrage!

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 1:34 pm 
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My favourite Warlord configuration (under AMTL v2) was 2x Quake Cannons (90cm,2BP,MW) and 2x Plasma Cannons (60cm,4x 4+MW,SF).

I had a lot of success with that setup. Haven't had a chance to use it with the new army list but at 975pts and lower ranged Plasma Cannons it may not be as good (the difference between a range of 45cm and 60cm Slow Firing, on a unit that only move 15cm is quite large). The Quake Cannons are a lot more useful now (but they were already good before).

I'm thinking of trying a Reaver with 2x Quake Cannons and a Fire Control Centre (and probably a Carapace Multilasers upgrade) and just letting it guard the Blitz whilst hitting anything on the board. We'll see.

Interesting topic ragnarok  :) .

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 2:37 pm 
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After one game my only conclusion so far is to keep the ranges of weapons on each titan consistant. I used my reavers with what they had on them from second edition and the mix of ranges generally left them to far away from the action to matter.


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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 7:33 pm 
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(Onyx @ Mar. 23 2008,12:34)
QUOTE
I'm thinking of trying a Reaver with 2x Quake Cannons and a Fire Control Centre (and probably a Carapace Multilasers upgrade) and just letting it guard the Blitz whilst hitting anything on the board. We'll see.

I have tried this with Missile Launchers rather than Quake Cannons. This was lost in two separate games as it became separated from the rest of the army and was then destoyed by teleporting BL Chosen.

This has tempted me to load a Warlord with 2 Missile Launchers and advance it with the rest of the army.

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 7:47 pm 
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I have tried Reavers with the following combinations:

2 x twin turbo lasers + Volcano Cannon

Lasburner, melta cannon & plasma blastgun

Both of these worked fairly well, but as in most of my games they were destroyed.

Warhound Packs with the pair of Hounds having the same weapon in all the weapon ports.

Mega Bolters - great against infantry
Twin Turbo Lasers - great against AVs
Plasma Blastguns - great on turns 1 & 3, had to engage on turn 2 but was still worth it

Twin Infurno worked very well, but only got one shot off as was destroyed before the end of the turn.

From what I have read rom above the Plasma Lord seems to have been the most successfull Battle titan under the current revision.

A thought E&C, how about dropping Warhound packs & allowing 2 support per battle titan. This might have the effect of resolving the activation problem the list suffers from?

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 7:53 pm 
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From what I have read rom above the Plasma Lord seems to have been the most successfull Battle titan under the current revision.


Plasma weapons have certainly been evident, perhaps to the detriment of some armies (Many slow firing shots on slow weapons platforms equals a slow army that must carry out engagements...).

"The plasma lord is the most risky."


A thought E&C, how about dropping Warhound packs & allowing 2 support per battle titan.

I'd prefer to move the packs to the Support section rather than drop them.

Gents?

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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 8:35 pm 
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I'd prefer to move the packs to the Support section rather than drop them.

Gents?


I think this might be a good idea. Definitely good to keep the warhound packs (they play differently to the individual warhounds, give you lots to think about in terms of weapon combos, and I like the idea of them hunting in pairs).

But moving them to support and upping the support slots might be a good plan. This would mean you have to take at least one battle titan of some sort, which would avoid the potential problem (don't know if it's actually a problem or not yet, but I suspect it might be :)) of Warhound-only armies being the obvious choice if you want to be competitive. But you could still take a heavily warhound themed army if you wanted to.

I definitely think it would be nice to have a few more options for getting cheap, effective activations in the list. Sentinels are cheap but not great. Thunderbolts are cheap and good, but reduce your (already abysmal :D) presence on the ground.

I like the idea that came up of a smaller skitarii formation. Or some of the tasty 250pt knight formations from the knight list would be great fun as allies.


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 Post subject: Titan configurations
PostPosted: Sun Mar 23, 2008 8:43 pm 
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The smaller Skitarii formation will be going in.

I'm still undecided on whether to have knights available in the standard AMTL list, or leave them for their own army list, and will probably let a public vote decide the matter.

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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 12:24 pm 
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(Tiny-Tim @ Mar. 23 2008,18:47)
QUOTE
Lasburner, melta cannon & plasma blastgun

This looks like quite a nice short range firefight Reaver.

A good CC and some nasty MW and TK shots.

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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 1:10 pm 
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This Reaver was ok but got caught by Chosen and I was playing this beore the Lasburner got CC ability.

**** AMTL have won a`game that I was involved in ****

As is so often with the case I was not taking notes or photograghs - It was just a fun game with my son with us both taking charge of both sides. 2 Warlords, Sentinels, Warhound, 2x Skitarii + Chimera & Thunderbolts vs Orks (2x Warband + Extra Boyz & Grotz, Landa, 3x F-Bombas, 2x Big Blitz Brigades (+2 Supa-Zzap), Big Kult of Speed, Stormboyz & Gargant.

Game finished on turn 4 on points to the AMTL. Gargant had 2 DC left, BTS Warlord had 1DC left and other Warlord had 4DC left. Lots of dead orks but a great game.

So successfull Warlord weapon loads:
- 2x Lasburner, Gatling Gun & Plasma Blastgun
- 2x MRLs, Volcano Cannon & Lasburner

I am also going to update my battle report here with a faked turn three. I made an assumption that all the AMTL forces rallied & that they won stategy.





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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 1:45 pm 
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I am considering changing the Gatling Blaster to Free, and putting up the price of the Warlord by 25pts.

Thoughts?

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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 2:46 pm 
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(Evil and Chaos @ Mar. 24 2008,12:45)
QUOTE
I am considering changing the Gatling Blaster to Free, and putting up the price of the Warlord by 25pts.

Thoughts?

I am not so sure about this idea.

It will raise the cost of almost all warlords by 25pts, which will reduce the number fielded, since it makes it even harder to find the points for support activations.

It will also allow a 16 AP4+/AT4+ shot a turn warlord of only 750pts.

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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 9:09 pm 
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(ragnarok @ Mar. 24 2008,13:46)
QUOTE
It will also allow a 16 AP4+/AT4+ shot a turn warlord of only 750pts.

Tempting, but can we leave the list as it is for a bit longer and try out a few more combinations first.

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 Post subject: Titan configurations
PostPosted: Mon Mar 24, 2008 10:08 pm 
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To explain, this change addresses two perceived problems:

1 - The Warlord is possibly a little too cheap (Only 125pts more than the Reaver), so +25pts can't hurt.

2 - The Gatling Blaster is taken less often than double-barelled turbolaser destructors.


Thus these two changes could fix a problem with the list, whilst at the same time keeping the standard config titans at the correct cost.

I don't think there'll be any more rules changes for a while now, until playtesting has shown us the way to go.

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