by Peter Ramos
Titans. Many would agree that these mighty machines are the heart and soul of what "epic" IS. In fact the game originated around these giant robots and evolved from there onwards.
Over the years I have seen titans used in many novel ways- both beneficial and not. We will explore some of those strategies and tactics so as to make your titans "Lords of the Battlefield".
Before going into the specific titan types provided by each race well touch a few general aspects of titan warfare.
The epic player must keep in mind that your titans while strong, are not invulnerable. Its key to give the titan adequate support from ground troops to enable it to fulfill its mission for the battle.
The most effective support is in the form of units than can produce a good volume of firepower that has a negative modifier in order to take down enemy shields an open it to attack from the titans main guns.
If you have multiple titans, refrain the desire to spread them out over the table to cover a wider front. Place them in a manner that they can support each other. The enormous firepower two titans can put out will surely overcome any individual opponent that faces them.
Its a frequent habit for epic players to want to accomplish more than the titans arsenal can achieve. Titans come at a high price in cost and to waste a single shot without a good possibility of casualties is a waste.
When nominating targets go for those which most probable casualties can be made. The target with the highest VP yield is not necessarily the one to shoot for. It is always tempting to dump all your attack dice in a gamble to destroy an enemy titan or praetorian. More often times than not the targets total destruction does occur and the player is left with only wasted shots. It is sounder tactically to go after companies of vehicles or troops that often yield a similar VPs as that "juicy" target and are much more vulnerable to your firepower.
Whatever you choose concentrate your attack dice at one detachment/unit per activation. This guarantees that the VPs are taken. It is better to eradicate one unit and receive VPs than to go for several units and find that none reached the break point. That oversight may cost you the game.
A common question asked is how many points should be spent on titans in a given game? Frequently player spend up to 75% or more of their allotted points in titans. Bad move. Remember that you need grunts to secure objectives after your glorious titans have destroyed the enemy. A titan may seem like a wonderful idea to secure an objective on its own, but be aware that it only takes that titans destruction to leave the objective empty. On the other hand an objective full of troops stands requires their entire elimination to tale it.
I recommend that for a given point value for a battle bring no more than 20% or the force in titans. For very small games it is perhaps not a good idea to even bring titans since points are really needed for troops.
Now well take a look at race specific types and pointers on how to use them.
You have a wide range or types and armament to choose from, but make it difficult to decide what exactly to use.
Warhounds are small, agile and have a small template that will prove very useful in dodging incoming shots. Make no mistake, however, since even a single shot that gets through will be sufficient to destroy this titan.
The warhound is best used against weaker prey, especially units that cannot affect it like infantry. Arm your warhound according to the targets that will be its priority. A Vulcan Mega-blaster and Inferno Gun are the best weapons for anti-infantry work. The Warhounds speed and superior maneuverability will place these short ranged weapons within range very early in the battle and cause an enormous amount of casualties.
Against vehicles the turbo lasers are the best choice. Its long range and high save modifier can easily decimate 4 vehicles in one combat turn. Two Warhounds so armed can break most armored companies with little effort.
For heavier targets the plasma blastgun is the best choice. A warhound so armed can effectively hunt larger armored targets such as super heavy vehicles
The warhound is a player favorite due to its low cost and fast speed. Keep in mind these titans are not made to withstand concentrated firepower of any sort. They can be used as the killing blow against weakened titans, but are woefully inadequate to deal with heavier titans. Even two Warhounds working in concert may not be enough to defeat larger titans.
Keep your Warhounds in a packs of two, this way they can protect each other as well as concentrate attacks against dangerous foes.
Reavers are the workhorses of your titan arsenal. With four shields and a frontal template that does not show its vulnerable plasma reactor (trait which makes the warlord somewhat unpopular), it makes the Reaver a very tough customer. Reavers are by far the most versatile of Imperial Titans. The may choose mostly all types of weapons, short of the heavy plasma ones, and can be customized for any role.
For anti-titan duty the most effective types wield two turbo lasers and a volcano cannon. With minimal help from support forces this titan can strip shields from most enemy titans and delivers a potent volcano cannon shot to vaporize the target. It can also be used as an excellent tank killer. In cases a fire platform is desired it can sport several one shot missiles to rain death on the enemy.
If an anti-vehicle titan is desired the mounting of three turbo laser gives you long range and extremely good to hit value and high save modifier. The plasma blastgun (or two) can be a veritable nightmare for super heavy tanks, since Reavers can deflect incoming shots with the shields as they vaporize targets with plasma.
On the other hand if killing infantry is your choice multiple flamer weapons or mega-blasters can wipe out large formations in short order.
The Reaver is the only titan that due to its speed can actually be expected to close in and engage enemy titans in close combat. If thats your style the Reaver is definitely the way to go.
Reavers are the most cost effective titans per point-dont go to battle without one!
Warlords should serve as large gun platforms. Their slow speed and maneuverability make them impractical as an assault titan. The main advantage of warlords over all other titan types is: unrestricted weapon selection, 6 void shields and up to 5 weapons hard points.
Simply put Warlords are walking gun ships of firepower. This is the only titan where it is possible to mount sufficient weapons to successfully attack shielded targets. Another boon is that you can add fire control centers and other special guidance systems to enhance its performance and still have 4 other spaces for weapons.
The Warlord has gotten a bad reputation, however, due to the fact that the reactor is vulnerable from the front arc. The proper use of a Warlord as a fire platform in support of your army should keep it around your baseline, its many shields should do the rest as far as protection.
The key to the Warlords power is versatility. Given its unrestricted weapons selection you can basically make any combination possible. Here are some examples:
Artillery support: armed with two barrage missile launchers and multi-launchers; one or two carapace mounted missiles (vortex and warp), central line cannon head and multi-launchers. These variants are excellent if you are worried about the vulnerability of conventional artillery.
Anti-titan: two or more Gatling Blasters and two or more volcano cannons. Turbo lasers and heavy plasma weapons. The heavy plasma weapons power is awesome to behold. In combination with fire control centers their already good accuracy increases. Their very high save modifiers almost guarantees kills when it hits.
Warlords should rarely mount close combat weapons due to their slow speed. On occasion you may mount one more as a deterrent than to use it aggressively.
Of all the titan variants mentioned the warlord is the only one tough enough to hold its own alone. If your battle plan requires to leave and area relatively unprotected a warlord titan can hold an objective alone for a relatively long time.
Revenant function in may aspects as Warhounds. Their even greater speed permits them to pounce the enemy very early in the game. Added to the weapons long range it can reach targets in the first turn that other units may not be able to reach.
Unfortunately it has a fixed weapons configuration so it is limited to what targets it can normally go after. On the plus side its stripped pulse lasers can take down shields relatively quickly. Its is best suited to take out lightly armored vehicles and troops. Avoid tangling with heavy firepower units.
Phantom titans have several advantages over Imperial titans. They have greater speed and maneuverability than their Imperial counterparts and can sport the best titan weapons in the game. By necessity the pulse laser is a must have weapon on any phantom. Its large volume of fire can take shields down very quickly as well as fire at many targets in a concentrated area. Although it possess a good save modifier it may be too low to effectively take out titans, so mounting two such weapons is not recommended. For titan hunting a D-cannon in combination with the pulse laser is the best. The D-cannons awesome armor penetrating capacity makes it superior even to the volcano cannon.
The phantoms have to great disadvantages: vulnerability to barrage weapons and no effective artillery. The vulnerability to barrage weapons has made many players use this titan too conservatively. Remember the real danger is to DIRECT barrages. This gives you a lot of wiggle room since usually the opponent places his artillery at the table edge without easy line of sight to the frontline. As long as the enemy takes indirect shots your chances are a lot better. Also use your great speed to close distance with the enemy and use the pulse laser to wipe out whole detachments of artillery. Your long range weapons can still target them while being relatively far away.
Use vibro-cannons as building busters. The Eldar have no real way of getting the enemy out of buildings short of an assault. The vibro-cannon is a good way of making the enemy thinks twice about hiding in buildings.
Although its a generally a good idea to keep titans in pairs to support each other, its paramount with Eldar titans. A pair armed with anti-titan weapons, on average, will destroy any opposition it encounters. Part of Eldar strategy is to do things quick, Eldar titans are up to the task.
Warlocks are similar in their use to phantoms, but have ways to decrease their weaknesses. Use witching sight heavily to give enemy shots an additional 1 to hit against you. This becomes crucial against artillery shots. Doom should be used so other units with lower to hit values can successfully attack it. The seldom used mind shouts is devastating when used in combination with another warlock titan. Two successive failed morale checks force a rout and immediate elimination of troops. Used against low morale troops like orks and IG can literally turn the tide of a battle!
Overall, use Eldar titans aggressively. The holofield protect you from most direct fire shots, which tend to be the more devastating hits. Maneuver around artillery direct fire lanes.
Gargants, regardless of type, are very tough customers.
Since they have no fragile reactor to worry about they can withstand punishment that no
other titan can hold up to. As a rule Gargants should NEVER be placed on first fire unless
they have covered a lot of ground and are at the halfway point on the battlefield. Advance
is by far the most effective orders to be on. It permits the gargant to move and fire,
inching its way across the tabletop. Charge should be reserved for close combat only.
Unlike other titans, never fear immediate destruction. On average it takes and enormous amount of firepower to take one down. Even vortex and warp missiles may not destroy it immediately. The gargant is your battle sponge. Let it soak up as much fire power as the enemy wishes to bestow on it. This way your weaker units will arrive at their objectives.
Armament is quite varied and can serve a wide range of mission goals. The Gutbuster is a usual favorite, its capacity for taking down shields and buildings is renown. Dont expect to get to many titan kills in this manner however. The leg location on titans is very resilient to catastrophic damage. Remember its building busting capabilities. It a good way to clear several buildings in one shot.
The Gatling gun is short ranged, but at 8 attack dice its devastating within that range. The magna cannon provides that long ranged punch the orks so desperately lack. The Mork/Gork head is a must for the low moral orks and can save you a lot of grief-until it gets blown off!
By virtue of its short ranged weapons you must centralize the deployment of you Gargants. It doesnt pay to place them on the flanks, since those on the far side will not have their protection. This may make your deployment predictable, but it cant be helped.
Try keeping your troops at least 20cm away from the gargant because when they blow up they may take most of your clan with them.
Remember move forward, you dont have room for maneuver, advance and shoot all the way to the objective!
Chaos uses many of the same titan variants the Imperials use so well cover those unique to it.
Banelord warlords suffer from a fixed weapon configuration losing some of its flexibility. Fortunately it possess a psychic save that will protect it from warp and vortex missiles which usually destroy its Imperial counterparts. Also the rack of missiles is a potent one shot way of eliminating units. Try to target infantry with it. Especially large formations like the IG and orks. Fire all of them at one go, you never know if youll be around to fire those you save for next turn. Its remaining weapons are short ranges so its probably good to send this titan into close combat since its many assault weapons make it really good at it.
Lord of Battles has many good points. They are greater demons so receive all their benefits. They can use chaos cards to avert damage (although they cant use the actual power on themselves) so can be virtually immune as long as chaos cards are handy. Their psychic save gives them protection from all those nasty missiles too. Unfortunately they have nothing between them and their armor to deflect shots and will attract much fire because of it. They are best used as support for the ground troops can should not be left unsupported.
Hierophants and Hierodules are used in pretty much the same way and only differ in the amount of punishment they can withstand.
The bio-titans resilience is second to NONE! There is not much to make you fear. They have psychic saves, wounds and critical damage is not influenced by save modifiers, and so even the mighty volcano loses its sting. To heighten your enemys worries you also regenerate.
Your strategy is quite simple-CHARGE! Engage enemy titans quickly and let them feel the caress of your tentacles as you cruelly pull him apart.
Bio-titan weapons are unfortunately under powered as compared to their Imperial counterparts. The best weapons are the bio-cannon and the pyro-acid spray. Still the volume of fire they can produce is paltry. Their charge and close combat ability is much superior to their firing.
Simply put-dont think! Just charge them into the heart of the enemy and let him worry about killing it, by that time you will be upon him!
These are but a few pointer and recommendations. I am sure that many players have developed their own strategies and weapon combos. We would sure like to hear them and put them in an issue of Incoming!
Keep those titans forward!
Peter