Warhammer 40,000/Tactics/Apocalypse(8E)

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This is a work in progress. You have been warned.

Due to the relative simplicity of the new apocalypse rule set this page will remain a guide to very large games (what used to be apocalypse). Although it does not involve force organisation charts, stratagems etc the weapon interactions are more complicated, and thus more worthy of a maths background.

AIAaward.gif This article is awesome. Do not fuck it up.

In the 41st (or technically 42nd now) millennia, there is only war. A lot of war. Battles on such colossal scales that all other sci-fi and fantasy universes seem like playground squabbles over milk money by comparison. Filled with so many bullets (an da choppy! Zoggin morks sake don’t ‘orget da choppy!) that the question of whether or not there is a god becomes meaningless under the sheer weight of so much dakka. In short, in the 40K universe, there is only war...and awesome.

Most of the tabletop battles are however, fought on a much smaller scale. Slices of colossal battles where two sides fight to decide who is the superior commander and force organiser (or the cheesiest, wardian prick with the most cash). This world, even only a month after the release of 8th edition, is very well understood however. The rank and role of each weapon, each unit and all of their upgrades, is well understood, and battles can be won and lost by a model costing 1 point more than what is competitive.

But there is another World. A World where you pull back your scale a bit, move above the Guardsman being ripped to pieces by a swarm of Rippers, move above the duel between a Space Marine and an Aspect Warrior, above the Ratling sniping an Ork Warboss, even higher than a Dreadknight gunning down a Dreadnought or the dog fights between Valkyries and Fighter Bommas, move above all that, to battles on planetary scales.

At this height, hundreds and thousands of Ork Boyz charge gun lines of defiant Fire Warriors, a scale where even Baneblades are no longer the rulers of the battlefield, and have been reduced to mere pawns. A World where a humble Guardsman means nothing as his wars are fought over tabletop distances of fifteen plus feet, and at those distances he might as well throw rocks for all the good his flashlight will do. But all of this is but dressing, compared to the true rulers of this World, the true Lords of War of the 41st millennium, the Titans, their guns capable of wiping vast amounts of men and vehicles from the table with a single gaze, their strides capable of covering distances that even the fastest of Eldar troops could only dream of achieving, and their prices so high that the dollar price tag is what Games Workshop executives masturbate to at night.

This, is the World fought over in warehouses, not on tabletops. A World where games are measured in days, not hours. Where the points costs (and monetary value) stretch into the tens of thousands, not simply hundreds. A game where the models used and their weapons are so titanic and under used that they are not understood by the vast majority of players, and where not coming to a battle with a titan of your own, means certain failure, and displays a personal lack of awesome which you should be ashamed of.

Welcome, to Apocalypse.

Have I piqued your curiosity? I hope so.

This page is not meant as a guide to the games history, you can go to the Apocalypse main page for that. No, this place is for the analysis of all the guns and models, and how they compare to each other on this epic scale, how the game is played differently to a normal game of 40k, and finally, as a general guide to the awesomeness that is apocalypse, the game which all 40k players aspire to one day sell enough organs to play. All of these units already have their own tactics page, and for smaller scale 40k tactics I recommend going to and finding the tactics page for the particular faction you want. But if you don't give a dingo's kidneys about such trivial skirmishes, and want to read about battles so large that you need to schedule lunch and dinner breaks to ensure that you don't starve mid battle, then this, my dear friends, is the place for you.

The Pros and Cons[edit]

Pros[edit]

  • Zoggin shut up humie and git bac to bin shooty or choppy!
  • Bold text
  • No other war game in existence which isn't played with real life humans on the battlefield compares to the scale of apocalypse.
    • Seriously, try finding anyone other than the military willing to stage a battle with thousands of moving parts/people.
  • There is no real cheese at this level, as your opponents perfectly crafted and efficient skitarii rangers squad can be vaporised by a Revenant which looked at them sideways.
  • You can create incredibly fluffy and huge armies of your choice and they will still work as long as you are throwing as much lead/|bodies/vehicles/all of the above down range at your opponents.
  • You're a neckbeard from the days when Warhammer was cheap, and now that Epic is no longer a thing you want to play some more titanic battles which the models you've collected over the decades.
  • You get to use units which you would otherwise only field and handful of in normal 40K.

Cons[edit]

  • You need thousands of pounds to build your army.
    • You then need months if not years to put it all together.
      • Then you need a van and forklift to move it all around.
        • You then need to make some friends who also have the above things.
          • Then you need to find a warehouse to play it in.
  • Games of apocalypse last days, so finding the time to get everything together and play can be tricky.
  • The rules for such apocalyptic models are a little under loved as very few people actually play with them (something which this page intends to make easier).
  • 40k at this scale begins to get a bit... weird. 40k has been optimised/balanced for smaller scale battles, so when you get to the scale that you have twenty Baneblade all armed with mega bolters then balance kind of goes out the window.
    • In eighth edition, this is even worse due to Apocalypse being an extension of Open Play. You know, the ruleset that's literally "use whatever you want with no limits whatsoever". I hope you enjoy fighting armies consisting of dozens of the most stupidly OP units in the game whose size is limited only by the amount of money its user can spend on them.
  • Some armies cannot really play apocalypse, the dark eldar for example lack anything truly heavy which can threaten other super heavies, and factions like the genestealer cults in practice just become an imperial guard army (still fluffy as hell though).
  • You know those friends you acquired to play apocalypse? You'll lose them soon enough.
  • Your family will put out a missing persons alert because they haven't heard from you for a week, with the last, cryptic thing you said before leaving was "I'm off to play a quick game of apocalypse."
    • Be sure to tell your family and friends that you love them before you leave.

How to play Apocalypse[edit]

Apocalypse as it stands, (the future and balence gods may be kind) exists as a form of open play, the “throw your collection at the wall” ruleset, there’s no force organisation charts (so you could take an army of all infantry with one HQ, your warlord), no rules on faction keywords (except for abilities etc), so you can take an army of orks and imperial guard (although that is also fluff correct), and you can have more than two players (this is in fact, recommended). You may be forgiven for thinking that Apocalypse is just open play, and that you would treat your army in the same manner, however:

  • No force organization charts means that you cannot be battle forged.
  • In turn, this means that your armies do not gain objective secured as that requires your army to be (as you guessed it) battle forged. Other abilities like the custodies plus one to invulnerability saves also goes out of the window unless you agree with your opponent beforehand (which is recommended.
  • No detachments means no stratagems, which drastically reduces the effectiveness of certain units (no 2+ weapon skill for tanks in melee for example) and drastically increases the effectiveness of others where their hard counter (for example, the counter to a psychic assassin would be to use the previously mentioned stratagem to give a tank a 2+ weapon skill) would require the use of stratagems.
  • The scale of the game requires you to think about building your armies differently, at this scale units form together into blobs, even baneblades stop being single entities. As such you shouldn't build your army with the plan of giving each individual unit a set task, such micromanaging will also take forever to enact on the battlefield.
  • The 4000 points plus per army (or equivalent power points) allows bigger beasts to come out in force, although you might see these units in open play they aren't seen in the numbers of apocalypse.
  • Apocalypse is usually played with multiple teams, and unlike smaller multiplayer battles where the forces present are small enough to be effectively separated on the board into separate skirmishes, the scale of apocalypse means that you cannot simply expect your team mate/s to just keep to themselves, you have to work together to win otherwise your forces can quite easily become separated and neutralised.

The factions and their units[edit]

Most factions in the grim darkness of the 41st millennium have at least some units which they can bring to an apocalypse game to be the heavy hitters, whether it be a Necron Gauss Pylon or an Adeptus Mechanicus Warlord titan. Such units have the toughness and/or (mostly and) the firepower to take on the opponents heavy hitters, and if your going to play Apocalypse, your going to need a few of them to draw fire from your infantry and grind your enemies units to dust. Each faction specialises in a certain type of super heavy, and here, each factions super heavies and anti-titan weapons will be covered, the guns they have and what effects they have on the battlefield as a whole.

The Brand New Apocalypse[edit]

GW recently released a brand new dedicated Apocalypse gaming system for 40K. This involves damage counters, Command Asset Cards and new datasheets for units and factions. Also making a surprise comeback are movement trays after GW killed off square bases with WFB. That said, these trays are more for keeping a single squad together and not so much for keeping entire regiments of guardsmen...until you then notice how these can stack with each other to form a larger blob and not a static block.

  • The new Apocalypse system plays very differently to conventional 40K Apocalypse. It requires detachments that each feature a HQ/commander. When moving, that entire detachment must stay within 12" of the HQ, otherwise they risk annihilation and removal from the board (Yes, removal). The best approach here is to build detachments around certain battlefield roles, such as units for taking objectives, units for holding objectives, and units for supporting those other detachments.
  • Orders are back, just like we had in Epic, more or less. Orders are placed face down initially and allow you to order each individual detachment. The three orders to choose from are Aimed Fire, Advance, and Assault. Actions are carried out simultaneously with your opponent, though you roll off for initiative and then alternate between detachments on both sides.
  • Command Asset Cards allow factions to retain some of their individual specialisations, such as Red Thirst for Blood Angels, or more generic ones such as Orbital Barrage. In total, you can hold 30 for a game, but these are drawn face down.
  • Combat now involves using D12 as well, especially in regards to damaging superheavies. In fact, all weapons now have an AP stat (For penetrating the armour of basic units) and AT stat (For penetrating superheavy armour).
  • HQ units can be targeted with a -1 to hit. Wound counts are lower for units, with a 10-man Tactical squad (non-Primaris) featuring 2 wounds. A Spartan Assault Tank has 4 wounds.
  • Detachment buffs are not be overlooked. Got Guilliman as you main HQ choice? Good. Enjoy ruining the plans of your opponent.
  • Psykers can unleash a lot of damage here, providing you have the right cards for it.
  • Units can be lost in quick succession in a single round of shooting, but at least you still get to shoot back before you both resolve any damage/wounds. This means big units, such as Titans, get to blast each other in the face at least once before things start exploding.
  • Even a 6,000 point/300 power game can be finished in just a few hours.

Imperium[edit]

The classic Apocalypse faction, entire armies of super heavy tanks, space marines with spartan assault tanks, and of course, the titan legions. If you want to field the archetypal, uber mechanised Apocalypse army, then this is the one for you.

  • Roboute Guilliman: The toughest non-mechanical or demonic unit in the game, running around with a statline capable of beating the living daylights out of most units in the game (other than other primarchs, Guilliman is quite weak by sons of the emperor standards) and provides numerous buffs to an imperium army. Running around at toughness 6, 2+/3++ and the ability to come back to life he won’t go away quickly, just be sure that you wrap him in meat shields.

Space Marines[edit]

The apple in GW’s eye (and their profits), the space marines can make a rather good solo apocalypse army by the simple virtue of having the most toys to play with. Whether that be dreadnoughts or a falchion, space marines have never been lacking in the apocalypse department.

  • Spartan Assault Tank: Worth an inclusion here simply because it's a sensible choice if playing as space marines. If you plan on getting your troops from one side of the board to the other, or at least to an objective without being completely annihilated before getting there, then the Spartan Assault Tank is your go-to choice. Anything less than this will experience a great deal of difficulty in remaining... alive. The Spartan is the bigger and better brother to the standard Land Raider, sporting BS3+, S8, T8 and 20 wounds. It also has a 2+ save and sports two sets of quad lascannons and a twin heavy bolter that can still fire in CC. It's main plus point is the troop carrying capacity: 25 marines, or 12 terminators, or if you're feeling crafty, 12 jump pack troops to truly terrify your opponent who think your embarked troops will never reach him. Captain slam and Sanguinary Guard spring to mind. Alternatively, use a Mastadon but you'll need to fork out more than double the cash and your last remaining kidney. With the new rules for Apocalypse it's likely to retain some of its durability, unlike a rhino.
  • Relic Falchion Superheavy Tank Destroyer: Forget knights. Forget the Baneblade. This is the vehicle that makes even Titans empty their mechanical bowels. Sporting a pair of Volcano cannons, this tank can one-shot knights and any other imperial superheavy tank in a single round of shooting in a conventional game of 40K. See that Knight Castellan? Not anymore you don't. And unlike titans who sport similar levels of firepower, a Falchion can still utilise buildings as cover while simultaneously delivering volleys of planet-cracking firepower. Try hiding a Reaver behind the ruins of an Administratum. Ain't gonna happen. And that's one of its main advantages over something like a Reaver or a Warlord titan. A titan can be targeted from pretty much anywhere on the board, and this is the vehicle to do it with impunity. And at the relatively measly cost of £185 it's also considerably cheaper than a titan. That being said, once deployed, everyone's going to take note, especially the player using the titan, who will use everything to kill it. On the plus side, though, it means your other units get to live for another five minutes.

Imperial Knights[edit]

Your apocalypse go to if you need a unit which can shoot stuff to pieces as well as chop them to pieces while also looking awesome.

  • Questoris Knights: An incredibly customisable, variable and survivable unit, being superior to the bane blade in terms of melee and toughness, sporting 3+ weapon skills, actual melee weapons and invulnerability saves (praise the emperor). Unfortunately, they cost about the same as a baneblade but with fewer wounds, and with their invulnerability save not working in the fight phase they’ll die in melee faster than a bane blade (despite being better in melee).
  • Armiger Knights: Baby’s first knight, being inferior to a normal knight except in their speed and relative cheapness. By themselves not a threat to your normal apocalypse heavy hitters (although more than capable of beating the crap out of most things smaller than them) they are very dangerous when fielded in packs to hound things like baneblades or larger knights.
  • Dominus Knights: Slightly larger vanilla knights who make up for poorer melee performance with even bigger and numerous guns. They also come with a suitable price rise. All in all they are some of the bigger and more dangerous threats on an apocalypse board.
  • Cerastus Knights:
  • Forge World Questoris Knights:
  • Acastus Knights:
  • Armiger Moirax:

Imperial Guard[edit]

  • Baneblade: The classic metal box, it’s relatively cheap, spammable, relatively tough (toughness 8 is tough but not that tough unfortunately) and incredibly customisable, sporting anything from the infamous quake cannon to increased transport capacity and firing decks. If you're playing Imperial Guard in apocalypse, chances are you’ll have a fair few of these guys lying around spouting dakka. On the subject of dakka, you can take on proper titans with bane blades and win, and you're one of the few armies which can pull off such a trick, but in apocalypse baneblades will die very quickly with only a 3+ save and no invulnerability save.

Adeptus Titanicus[edit]

  • Warhound Scout Titan: Likely to be the only titan most players will ever see or face (due to its "low" money cost and 2000 point cost), but this "common" Titan still packs some of the most powerful guns in the game, although you will only ever field the Vulcan Mega Bolter and the Turbo Laser Destructor (the Bolter being the perfect gun for killing GEQ's).
  • Reaver Battle Titan: The Imperial Titan middle child, but it is a large step up in all aspects over the warhound, boasting better guns (and melee weapons), armour, toughness, wounds and void shields (this last one is its main defence), all for 4000 points.
  • Nemesis Warbringer Titan: Do you have money but not enough for a warlord Titan? Do you have the game points for a reaver but not enough for a warlord? Then the warbringer has you covered (unless you want melee weapons)! The warbringer has all the guns the reaver has, plus the minor side note that is the NEMESIS QUAKE CANNON! A gun which wouldn’t look out of place on a warlord Titan (did someone day 70 damage to a baneblade?). That and it’s strength and toughness 13, meaning that only proper Titan weaponry will wound it on anything better than a 5+.
  • Warlord Titan: If you're facing this Titan and you don't have at least two Reavers on your side, just give up now, the Warlord is the most powerful model (although you can get fan made rules for even larger monstrosities) in existence, as it stands I don't think it's actually possible to defeat one in a 6000 point game without your own warlord or lascannon guardsmen spam.

Chaos[edit]

Very similar to the Imperium, they have access to their own titan legions, heretic knights, the same space marine super heavies etc, with the addition of their own demonic engines and greater demons, and with any luck if they release rules for Angron and Fulgrim you'll be able to have an army led by FOUR demon primarchs (insert fapping noises here).

  • Renegade Knight: Identical to the standard knights except with different keywords (and more spikes). The only real difference is that they can SUMMON DAEMONS! Allowing you to call in all the reinforcements you want while beating a loyalist knight to death.
  • Khorne Lord of Skulls: One of the most 40k models in 40k, the lord of skulls is effectly a chaos knight but with extra korne (aka, added skulls or blood to all its weapons and abilities. It’s better in melee than a knight, but lacks the same long ranged power of said knights.
  • Greater Brass Scorpion of Khorne:This thing is quick. Like, really quick, with a 12” move and 3d6” charge range. Good news is, it also packs a monstrous punch in melee (starting off with 8 attacks at S14 AP-4 D6) and has very versatile medium-range shooting options (which it can still use if there are Infantry enemies within 1” of it), and best of all neither it’s WS nor BS degrade as it takes damage. It also causes Perils to any psyker trying to cast a power on it on a roll of any double, not just double 1s or 6s, so your opponent is unlikely to try and bust it open with smite. It’s not bad defensively either, with a 3+/5++ and T8, along with infernal regeneration, it’s essentially a Chaos Knight in defence.
  • Mortarion:While his big brother (Magnus being tall in the fluff) is a melee monster and a very powerful psyker, mortarion is a master of melee and surviving whatever you throw at him, while also handing out mortal wound presents to everyone stupid enough to get into flamer range.
  • Magnus the Red: The second most powerful psyker in existence (although first place goes to the emperor who's probably dead and Magnus cannot really be considered mortal anymore) who is also a master in melee, it’s almost as if being a demon prince and a primarch gives you super powers?
  • An’ggrath the Unbound: The biggest beat stick of all the beat sticks, a daemon who embodies the concept of rage to such a point that the Angry Marines look like a basket of sleeping kittens, throwing out an obscene amount (10) of attacks which hit at strength 15 (a strange number until you realize that it's so he doesn't wound toughness 8 models on a 2+) while being as tough as an imperial knight, even tougher when you consider that he has a 4++ invulnerable save. Combine that with an obscene amount of deny the witch and the ability to cause mortal wounds, and the sheer amount of DISTRACTION Anggrath can perform makes this particular daemon a valuable addition to any chaos army which wants to get into melee.
  • Aetaos'Rau'Keres the Slayer of Souls: A daemon psyker who stands on par (if not better) with Magnus (which is saying something), running around with massive psychic buffs, a staff that fire lascannon shots and chops things into small pieces, and the standard tzeentch uber invulnerability save (which in his case is a 3++ from the get go instead of a 4++, meaning you can buff him to 2++ with the Tzeentch stratagem).
  • Scabeiathrax the Bloated: The toughest thing to come out of the warp that isn’t a titan of some kind, running around with an obscene amount of toughness, invulnerability saves, feel no pain, a butt load of psychic powers, and the potential to inflict -3 to hit modifiers against any attack targeting him within 7”, this guy is going nowhere. Throw on top some fairly hefty melee weapons and a surprisingly brutal flamed attack, and you get a demon who will happily dissolve its way through any enemy if it can get close enough.
  • Zarakynel, the Bringer of Torments: A demon who will certainly not be respecting your safe word. The weakest and cheapest of the arch demons, zarakynel is by no means an easy target, getting the usual demon invulnerability save and butt loads of psychic powers. However, they’re also unique in that they’re purpose is as an infantry blender, jizzing out mortal wounds at anyone stupid enough to get too close.

Orks[edit]

The orks were made for Apocalypse, officially they lack a certain amount of the variety that the Imperium or Chaos has, but that doesn't matter as you can convert all of their models to be your own. Do you want an orky Baneblade? You can have it (the Skullhamma is an actual thing). Do you want to take a Hierophant, fill it with gubinz and bitz, and then have a Mek drive it? You can definitely do that! The orks are the only faction that can steal everyone elses stuff, then make rules for it, then bring said model and rules to an Apocalypse game, and as long as it have ballistic skill 5+ (or perhaps 4+ if you give it a "git finda") your opponent will not only accept it, but bow down to your majesty, as you are truly a god among mortals (and also someone with a lot of time and money on their hands).

  • Kill Tank: A hidden jewel as far as the orks are concerned, as it can actually shoot reasonably straight (praise be to Gork and Mork) and it comes with an optional pseudo Vulcan Mega Bolter (which pumps out an average of 21 shots but can go as high as 36!), all on a fairly cheap package. Be warned, despite its shootiness, it has the danger point toughness of 8 and only has a 4+ save, and (more importantly) no invulnerability save.
  • Kustom Stompa: If only this thing could shoot straight it would destroy anything smaller than a titan, but alas, this model truly represents the idea of what it means to be an ork, be large, noisy and throw a lot of lead downrange. It would be very choppy as well (and it is, sort of) if it wasn't for the fact that Forge World neglected (in their infinite wisdom) to give it a stomp attack... A Stompa that cannot stomp?
  • Gargantuan Squiggoth: A big green melee monster for the low price of roughly 500 points, for which you get a literal S12 T8 monster, running around at 10" a turn and has more wounds than an imperial knight while still sporting a suitably orky amount of firepower. It's also an open topped transport, which makes it unique as for as warhammer models go, in that its actually an effective melee and shooting combatant while still being a good transport.

Tau[edit]

Tau battle suits are effectively tiny titans, but their heavy hitters come in the form of models like the KX139 Ta'Unar Supremacy Armour and the Manta, and the ability to divert wounds onto drones makes them incredibly resilient while being incredibly mobile, expect to find yourself either being bombarded from range or flanked by a nimble but destructive battle suits. Most notably they have access to rail rifles on relatively small models for relatively low costs, giving you access to macro weapons on surprisingly study, fast and yet "disposable" platforms.

  • KX139 Ta'Unar Supremacy Armour: The VERY big brother to the Stormsurge, packing even bigger and more guns, along with toughness 8 3+/5++, this dakka monster is (thankfully) more survivable than a baneblade, but can carry enough guns to deal with most targets. Being a Battlesuit it can also benefit from all that saviour protocol cheese and drone repairs which the smaller suits also benefit from, making it excellent for taking on other titans in long range duels, as chances are this monster can out shoot and survive them. Never put it in melee though, it has stomp attacks but anything remotely setup for melee will eat it alive (like almost all tau).
  • Manta Super-Heavy Dropship: With opponents subtracting 1 from their hit rolls and 12” from their weapon range against this model, the manta is almost immune to attacks from races like the orks, and even space marines and the like will struggle to hit this monster. And even though it’s a flier, it has toughness 8 and a 5+ invulnerability save, making it as tough as the hierophant (even tougher with the minus’ to hit), along with a huge amount of guns, and the ability to transport an entire armies worth of models, in particular, it’s macro railguns allow it to spar quite happily with proper titans, so do not be mistaken by its flying status, it’s effectively a slightly weaker war hound Titan with wings. Be aware though that if anything manages to get into melee with it and makes it unable to move its minimum distance it will be automatically slain, so watch out for lone squads of jet pack infantry with aspirations of Titan hunting.

Eldar[edit]

The glass cannon faction in small scale battles is also fairly fragile in apocalypse, with your toughest unit being toughness 9, which may seem like a lot until you consider that the equivalent of the phantom titan for the Imperium (the reaver) has toughness 10, which makes a big difference when it comes to wounding tables. You do have two things (technically three) going for you, firstly, lots of guns, and secondly, you have high mobility (ungodly levels, the revenant moves as fast as airborne flyers) and distortion fields, the reason that those two points aren't separate pluses is that one doesn't work without the other, you need your speed to unlock the higher invulnerability saves, but you need those invulnerability saves to protect you when your high speed brings you close to an opponent. In short, hit hard, hit fast, if you fail, you're probably dead (just like Eldar in general).

Jet bikes: Ironically, while other factions might resort to heavy hitters to shoot from across the board, you can resort to bike hordes. Fast moving and sporting decent anti-infantry firepower, and to some extent anti-armour capabilities, you can just spam the enemy with a fast-moving cloud of bikes. Obviously, it goes without saying that if your particular Apocalypse game involves no enemy infantry, then you may want to re-think this approach.

Wraithknight: Still the effective counterpoint to the Imperial Knight, sporting 24 wounds and is better in melee than the Imperial version. But It lacks the same level of firepower. Big, fast, scary.

Revenant Titan: Scout class titan with the fly ability and 32 wounds, which by the way is the same as the movement - 32". Bigger, faster, and scarier than the Wraith Knight.

Phantom Titan: The daddy of Eldar (Aeldari) titans with an impressive 60 wounds and equally impressive choice of ranged weapons. In terms of points it's actually a bargain at only 400 points more than a Revenant.

Necrons[edit]

An unusual faction, as they're heaviest hitter is actually an incredibly cheap (for its output), resilient but immobile gun emplacement, the gauss pylon, other than this you have the c'tan and their vaults. What they lack in Lords of War however they gain in infantry which will not go away/die.

  • Gauss Pylon: Don’t let its stationary nature fool you, the pylon packs the most armour and most powerful guns for its price, and it has the bonus of gaining +1 to hit against flyers, making it effectively an auto hitting weapons against things like Revenant titans. A smart commander will deploy this after the battle has begun to take advantage of the best lines of sight at the back of the battlefield, and start picking off targets one by one (from 10 feet away).

Tyranids[edit]

The terrifying locusts from space famous for their large monsters, unsurprisingly, have some very large monsters that it can throw at the enemy in addition to wave upon wave of infantry, the premier choice being the Hierophant, acting as both your go to heavy melee and ranged platform. Below this colossal creature you have plenty of things which can dissect your opponent incredibly well, but very little when it comes to useful ranged firepower and all your titanic units are slightly weaker than those belong to other races, T8 just doesn’t cut it at this level.

  • Scythed Hierodule: A bite sized, melee Hierophant, sporting incredible speed and flurries of attacks which allow it to "sneak" around enemy flanks and pick off unprotected (and protected) foes, its attacks being even powerful enough to damage proper titans.
  • Harridan: A living, breathing, and shitting, flying aircraft carrier, a monstrous organism which gives up some armour and general clout to be able to transport swarms of gargoyles. Its speed, fast firing weapons and transport capacity make it a dangerous foe to let sneak around your flanks, especially considering that gargoyles are very difficult foes to deal with and will happily chew their way through guardsmen and marines alike.
  • Hierophant: The crem dela crem of all tyranid bio-organisms (until we get either models for the Dominatrix or Hydraphant but there are fan made rules for those made by yours truly), sporting the most powerful weapons and the most resilient armour the tyranids possess, all of which is more than capable of rendering other titans to bubbling slag, assuming that it itself doesn't get shot to pieces first.

The maths[edit]

In the grim darkness of the 41st millenium there is only war... and ridiculous amounts of number crunching, the casual 40k player may not appreciate this but the epic battles they play can be boiled down to statistics and logistics, admittedly its statistics and logistics done in an incredibly awesome manner using epic models, but still numbers. This section covers the maths behind each weapon used by all the units listed here, and how they fair against models like warhound titans, land raiders, and of course the humble guardsman (because the poor bastard will be shot at despite posing no threat whatsoever). This not only acts as a guide as to which weapons are better than others, but also to show which models are the most resilient in the setting, and which are glass cannons (I'm looking at you Eldar) that require constant babysitting to get the most out of them.

Imperium[edit]

Knights[edit]

300-800 points The idea of such a page of maths and statistics was initially inspired by the work done on the Warhammer 40,000/Tactics/Imperial Knights(8E) page. If you want to see the impact of knight weapons against smaller targets (tau suits etc) then you can go there, otherwise keep on reading.

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Armiger Autocannon 3+ 60" Heavy2D3 S7 ap-1 D3 1.33 0.88 0.44 0.88 1.33 1.33 1.33 0.88 2 1.33 1.85 0.88
Arimger Thermal Spear 3+ 30" Assault D3 S8 ap-4 DD6 0.77 0.51 0.44 1.55 0.77 0.77 2.33 1.94 3.11 1.55 1.11 1.11
- - - - - - - - - - - - - -
Atropos Lascutter (Shooting) 3+ 9" Heavy1 S12 ap-4 D6 1.33 0.88 0.44 1.77 1.33 1.33 2.66 2.66 2.66 1.77 0.55 0.55
Atropos Graviton Singularity Cannon 3+ 36" Heavy4 S8 ap-3 D3 1.33 0.88 0.44 2.66 1.33 1.33 3.33 2.66 4.44 2.66 2.22 1.85
Avenger Gatling Cannon 3+ 36" Heavy12 S6 ap-2 D2 2.66 1.77 0.88 2.66 2.66 2.66 3.55 2.66 3.55 3.55 6.66 3.55
Acheron Flame Cannon Auto hits 18" Heavy2D6 S7 ap-2 D3 3.5 2.33 1.16 3.5 3.5 3.5 4.66 3.5 7 4.66 5.83 3.11
Castigator Bolt Cannon 3+ 36" Heavy14 S6 ap-2 D2 3.11 2.07 1.03 3.11 3.11 3.11 4.14 3.11 4.14 4.14 7.77 4.14
Cerastus Shock Blast 3+ 18" Heavy6 ap-1 DD3 1.33 0.88 0.44 0.88 1.33 1.33 1.33 0.88 1.33 1.33 2.77 1.33
Conflagration Cannon Auto hits 18" Heavy3D6 S7 ap-2 D2 3.5 2.33 1.16 3.5 3.5 3.5 4.66 3.5 7 4.66 8.75 4.66
Heavy Flamer Auto hits 8" HeavyD6 S5 ap-1 D1 0.58 0.19 0.19 0.38 0.58 0.58 0.58 0.38 0.58 0.58 1.94 1.16
Heavy Stubber 3+ 36" Heavy3 S4 ap0 D1 0.11 0.11 0.05 0.05 0.11 0.11 0.11 0.05 0.22 0.11 0.88 0.33
Ironstorm Missile Pod 3+ 72" HeavyD6 S5 ap-1 D2 0.77 0.25 0.25 0.51 0.77 0.77 0.77 0.51 0.77 0.77 1.29 0.77
Meltagun 3+ 12" Assault1 S8 ap-4 DD6 0.38 0.25 0.12 0.77 0.38 0.38 1.16 0.97 1.55 0.77 0.55 0.55
Plasma Decimator (Standard) 3+ 48" Heavy2D6 S7 ap-3 D1 0.77 0.51 0.25 1.03 0.77 0.77 1.29 1.03 1.94 1.03 3.88 2.59
Plasma Decimator (Overcharged) 3+ 48" Heavy2D6 S8 ap-3 D2 1.55 1.03 0.51 3.11 1.55 1.55 3.88 3.11 5.18 3.88 3.88 3.24
Porphyrion Helios Defence Missiles 2+ (+1 against fly, -1 against everything else) 60" Heavy2 S8 ap-2 D3 0.66 0.44 0.22 1 0.83 0.83 1.33 1 1.77 1.33 1.11 0.74
Porphyrion Twin Magna Lascannon 2+ 72" Heavy2D3 S12 ap-3 D6 6.66 4.44 2.22 8.88 6.66 6.66 11.11 8.88 11.11 8.88 2.77 2.31
Rapid-fire Battle Cannon 3+ 72" Heavy2D6 S8 ap-2 DD3 1.55 1.03 0.51 2.33 1.55 1.55 3.11 2.33 4.14 3.11 3.88 2.59
Thermal Cannon 3+ 36" HeavyD6 S9 ap-4 DD6 2.04 0.90 0.90 3.62 2.04 2.04 5.44 4.53 5.44 3.62 1.94 1.94
Thundercoil Harpoon 3+ 12" Heavy1 S16 AP-6 D10 (Re-roll failed hit rolls against VEHICLE and TITANIC units, inflicts D3 additional mortal wounds aka 2mw) 2.96 + 1mw 1.97 + 0.66mw 1.48 + 0.66mw 4.93 + 2mw 2.96 + 2mw 2.96 + 2mw 7.40 + 2mw 7.40 + 2mw 7.40 + 2mw 4.93 + 2mw 0.55 0.55
Twin Icarus Autocannon 3+ (+1 against fly, -1 against everything else) 48" Heavy4 S7 ap-1 D2 0.66 0.44 0.22 0.44 1.11 1.11 0.66 0.44 1 0.66 1.38 0.66
Twin Siegebreaker Cannons 3+ 48" Heavy2D3 S7 ap-1 DD3 0.88 0.59 0.29 0.59 0.88 0.88 0.88 0.59 1.33 0.88 1.85 0.88
Shieldbreaker Missile 3+ 48" Heavy1 S10 ap-4 DD6 (Invulnerability saves may not be taken against this weapon). 0.77 0.38 0.25 1.29 1.55 1.55 1.55 1.29 1.55 1.55 0.55 0.55
Stormspear Rocket Pod 3+ 48" Heavy3 S8 ap-2 DD6 1.16 0.77 0.38 1.75 1.16 1.16 2.33 1.75 3.11 2.33 1.66 1.11
Volcano Lance 3+ 80" HeavyD6 S14 ap-5 D3D3 (re-roll failed wound rolls against TITANIC units) 6.22 4.14 2.59 8.29 6.22 6.22 12.4 9.33 11.66 8.29 1.94 1.94
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
Acheron Reaper Chainfist 3+ A4 Melee S16 ap-4 D6 8 8 5 6.66 4 4 10 8.33 10 10 1.66 1.66
Atropos Lascutter (Melee) 3+ A4 Melee S14 ap-4 D6 (re-roll failed hit and wound rolls against BUILDINGS, MONSTERS and VEHICLES) 18.96 18.96 9.87 12.64 9.48 9.48 18.96 15.80 20.74 18.96 2.22 2.22
Castigator Tempest Warblade 3+ A4 Melee S14 ap-3 D5 (D3 mortal wounds of a wound roll of 6+ against MONSTERS or VEHICLES) aka + 1.77 mw 7.40 + 0.88mw 7.40 + 0.59mw 2.96 + 0.59mw 5.92 + 1.77mw 4.44 + 1.77mw 4.44 + 1.77mw 7.40 + 1.77mw 5.92 + 1.77mw 9.25 + 1.77mw 7.40 + 1.77mw 2.22 1.85
Cerastus Shock Lance (not charging) 3+ A4 Melee S14 ap-4 D6 10.66 10.66 4.44 7.11 5.33 5.33 10.66 8.88 13.33 10.66 2.22 2.22
Cerastus Shock Lance (charging) 3+ (Re-roll failed hits) A4 Melee S14 ap-4 D6 14.22 14.22 5.92 9.48 7.11 7.11 14.22 11.85 17.77 14.22 2.96 2.96
Reaper Chainsword 3+ A4 Melee S14 ap-3 D6 8.88 8.88 3.55 7.11 5.33 5.33 8.88 7.11 11.11 8.88 2.22 1.85
Thunderstrike Gauntlet 4+ A4 Melee S16 ap-4 D6 8 8 5 6.66 4 4 10 8.33 10 10 1.66 1.66
Titanic Feet 3+ A4 Melee S8 ap-2 DD3 (three hits per attack) 3.55 3.55 1.33 4 2.66 2.66 5.33 4 7.11 5.33 6.66 4.44


Warhound Titan[edit]

2000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Dual Turbo-Laser Destructor 2+ 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 2.77 2.31
Titan Inferno Gun 2+ Heavy4D6 S7 ap-3 D4 9.33 6.22 3.11 12.44 9.33 9.33 15.55 12.44 23.33 12.44 11.66 7.77
Titan Plasma Blastgun (normal) 2+ 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 4.86 4.05
Titan Plasma Blastgun (overcharged) 2+ 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 4.86 4.86
Titan Vulcan Mega-Bolter 2+ 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 13.88 9.25
- - - - - - - - - - - - - -
Titanic Strides 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 3.33 2.77



Reaver Titan[edit]

4000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 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 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 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 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 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 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 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 5.20
Reaver Titan Power Fist (ws 4+) 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 2.08 2.08
Reaver Titan Chainfist (ws 4+ -1) 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 1.38 1.38



Warbringer Nemesis Titan[edit]

5000 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 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 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 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 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 4.86 4.86
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 7.29 7.29
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 8.33 4.44
- - - - - - - - - - - - - -
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 5.20



Warlord Titan[edit]

6000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 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 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 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 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 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 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 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 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 1.38 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 8.33 8.33
Arioch Titan Power Claw Melee Sx2 ap-5 D12 25 25 25 16.66 12.5 12.5 25 25 25 25 2.08 2.08
Saturnyne Lascutter (Melee, ws 4+) S20 ap-5 D12 (re-roll wounds against monsters, buildings and vehicles) 29.16 29.16 26.66 19.33 14.58 14.58 29.16 29.16 29.16 29.16 2.08 2.08



Chaos[edit]

Anggrath the Unbound[edit]

888 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Bloodlash 12" 4+ Assault 2D6 S7 ap-3 D2 1.16 0.77 0.38 1.55 1.16 1.16 1.55 1.16 2.916 1.55 2.91 1.94
Axe of Khorne 2+ Melee A10 S15 ap-4 D6 19.44 19.44 8.10 12.96 9.72 9.72 19.44 16.20 24.30 19.44 6.94 6.94



Aetaos'Rau'Keres the Slayer of Souls[edit]

1500 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Staff of Cataclysm 60" 2+ Assault2D6 S9 ap-4 D3 4.37 1.94 1.94 7.77 4.37 4.37 11.66 9.72 11.66 7.77 4.86 4.86
- - - - - - - - - - - - - -
Warpfire Talons 2+ A6 Melee S8 ap-3 DD6 (D3 mortal wounds on a 6+ to wound aka 1.66 mortal wounds) 4.861 + 0.83mw 4.861 + 0.553mw 1.94 + 0.553mw 5.83 + 1.66mw 2.91 + 1.66mw 2.91 +1.66mw 7.29 + 1.66mw 5.83 + 1.66mw 9.72 + 1.66mw 7.29 + 1.66mw 4.16 + 1.66mw 3.47 + 1.66mw
Cataclysmic Strike 2+ A6 Melee S16 ap-4 D3 (D6 against VEHICLES, MONSTERS and BUILDINGS) 20 20 12.5 16.66 10 10 25 20.83 25 25 4.16 4.16


Magnus the Red[edit]

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
The Blade of Magnus 2+ A7 Melee S16 ap-4 D3 (re-roll hit rolls of 1) 13.61 13.61 8.50 11.34 6.80 6.80 17.01 14.17 17.01 17.01 5.67 5.67



Scabeiathrax the Bloated[edit]

777 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Horrific Vomit 9" Auto Hit Pistol2D6 S6 ap-2 DD3 2.33 1.55 0.77 2.33 2.33 2.33 3.11 2.33 3.11 3.11 5.83 3.11
Blade of Decay 2+ A6 Melee S12 ap-4 D6 20 20 8.33 13.33 10 10 20 16.66 20 20 4.16 4.16
Nurglings 2+ AD6 Melee S2 ap0 D1 (re-roll wounds rolls of 1) 0.18 0.18 0.09 - - - - - - - 0.75 0.18


Zarakynel, the Bringer of Torments[edit]

666 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Souleater Blade 2+ Melee A6 S8 ap-4 D3 (3 mortal wounds instead of normal damage on a 4+ wound roll aka 2.5mw) 2.5 + 1.25mw 2.5 + 0.83mw 0 + 0.83mw 3.33 +2.5mw 1.25 + 2.5mw 1.25 + 2.5mw 5 + 2.5mw 4.16 + 2.5mw 7.5 + 2.5mw 5 + 2.5mw 3.33 + 2.5mw 3.33 +2.5 mw
Slicing Claws 2+ Melee A6 S7 ap-2 DD6 (ap-4 on a 6+ wound roll) 4.86 4.86 2.43 3.40 2.91 2.91 4.86 3.88 6.80 4.86 4.16 2.5



Orks[edit]

A quick note on ork guns before the maths begins, and thats that they have a lot of guns but they can't hit anything with their 5+ ballistic skill. This results in a very wide error bar on the damage output, so whereas with the other factions titans you can be reliably expected to get the damage output which is listed on the table, with orks there are a lot of missed shots which could potentially hit in an actual game, so although everything listed on the damage tables is an average, you can expect a lot of deviation from that value when you actually play with the orks.

This section requires redoing to take into account dakkadakkadakka.

Kill Tank[edit]

365 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Giga Shoota 4+ 48" Heavy6D6 S6 ap-1 D1 1.75 1.16 0.58 1.16 1.75 1.75 1.75 1.16 1.75 1.75 7.29 3.5
Bursta Kannon 4+ 36" Heavy2D6 S10 ap-4 D2 2.33 1.16 0.77 3.11 2.33 2.33 4.66 3.88 4.66 3.11 2.91 2.91
Big Shoota 4+ 36" Assault3 S5 ap0 D1 0.16 0.08 0.04 0.08 0.16 0.16 0.16 0.08 0.16 0.16 0.66 0.33
Skorcha Auto hit 8" AssaultD6 S5 ap-1 D1 0.58 0.19 0.19 0.38 0.58 0.58 0.58 0.38 0.58 0.58 1.94 1.16
Rokkit Launcha 4+ 24" Assault1 S8 ap-3 D3 0.25 0.16 0.08 0.5 0.25 0.25 0.62 0.5 0.83 0.5 0.41 0.34
Twin Big Shoota 4+ 36" Assault6 S5 ap0 D1 0.33 0.16 0.08 0.16 0.33 0.33 0.33 0.16 0.33 0.33 1.33 0.66
Rack of Rokkits 4+ 24" Assault2 S8 ap-2 D3 0.5 0.33 0.16 1 0.5 0.5 1.25 1 1.66 1 0.83 0.69


Kustom Stompa[edit]

960pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Deff Kannon 5+ 72" HeavyD6(2D6 vs 10+ models) S10 ap-4 DD6 1.36 0.68 0.45 1.81 1.36 1.36 2.72 2.26 2.72 1.81 0.97 0.97
Super-Gatler (One volley) 5+ 48" Heavy2D6 S7 ap-2 D1 0.38 0.25 0.12 0.51 0.38 0.38 0.51 0.38 0.77 0.51 1.94 1.03
Super-Gatler (Two volleys) 5+ 48" Heavy4D6 S7 ap-2 D1 0.77 0.51 0.25 1.03 0.77 0.77 1.03 0.77 1.55 1.03 3.88 2.07
Super-Gatler (Three volleys) 5+ 48" Heavy6D6 S7 ap-2 D1 1.16 0.77 0.38 1.55 1.16 1.16 1.55 1.16 2.33 1.55 5.83 3.11
Lifta-Droppa Auto hit 48" HeavyD6 Beat or equal target strength on 2D6 per hit to deal a mortal wound 0.48 0.19 0 1.45 0.97 0.97 1.45 1.45 2.04 1.45 3.40 3.20
Big Shoota 5+ 36" Assault3 S5 ap0 D1 0.11 0.05 0.02 0.05 0.11 0.11 0.11 0.05 0.11 0.11 0.44 0.22
Gaze of Mork 5+ 24" Assault1 S4D6(use 14) ap-4 D6 0.66 0.44 0.22 0.88 0.66 0.66 1.33 1.11 1.66 0.88 0.27 0.27
Skorcha Auto hit 8" AssaultD6 S5 ap-1 D1 0.58 0.19 0.19 0.38 0.58 0.58 0.58 0.38 0.58 0.58 1.94 1.16
Twin Big Shoota 5+ 36" Assault6 S5 ap0 D1 0.22 0.11 0.05 0.11 0.22 0.22 0.22 0.11 0.22 0.22 0.88 0.44
Belly Gun 5+ 48" Heavy2D6(4D6 against INFANTRY) S8 ap-2 D2 0.77 0.51 0.25 1.55 0.77 0.77 1.55 1.16 2.07 1.55 3.88 2.59
Supa-Rokkit 5+ 100" HeavyD3 S8 ap-2 DD6 0.38 0.25 0.12 0.58 0.38 0.38 0.77 0.58 1.03 0.77 0.55 0.37
Grot Sponson 4+ 24" Assault2 S4 ap0 D1 0.05 0.05 0.02 0.02 0.05 0.05 0.05 0.02 0.11 0.05 0.44 0.16
- - - - - - - - - - - - - -
Mega Klaw (one klaw) 3+ A4 Melee S20 ap-5 D4 8.88 8.88 7.11 5.92 4.44 4.44 8.88 8.88 8.88 8.88 2.22 2.22
Mega Klaw (two klaws) 3+ A8 Melee S20 ap-5 D4 17.77 17.77 14.22 11.85 8.88 8.88 17.77 17.77 17.77 17.77 4.44 4.44


Gargantuan Squiggoth[edit]

350pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Suba-Lobba 5+ 48" Heavy3D6 S7 ap-2 D1 0.58 0.38 0.19 0.58 0.58 0.58 0.77 0.58 1.16 0.77 2.91 1.55
Killkannon 5+ Heavy6 S7 ap-2 D2 0.66 0.44 0.22 0.66 0.66 0.66 0.88 0.66 1.33 0.88 1.66 0.88
Big Zzappa 5+ 36" HeavyD3 S2D6(use 7) ap-4 D4 + 3MW on a S12 (use 0.08MW) 0.44 + 0.04mw 0.29 + 0.02mw 0.14 + 0.02mw 0.59 + 0.08mw 0.44 + 0.08mw 0.44 + 0.08mw 0.88 + 0.08mw 0.74 + 0.08mw 1.33 + 0.08mw 0.59 + 0.08mw 0.55 + 0.08mw 0.44 + 0.08mw
Twin Big Shoota 5+ 36" Assault6 S5 ap0 D1 0.22 0.11 0.05 0.11 0.22 0.22 0.22 0.11 0.22 0.22 0.88 0.44
Big Shoota 5+ 36" Assault3 S5 ap0 D1 0.11 0.05 0.02 0.05 0.11 0.11 0.11 0.05 0.11 0.11 0.44 0.22
- - - - - - - - - - - - - -
Huge Tusks 3+ A8 Melee S12 ap-4 DD6 12.44 12.44 5.18 8.2 6.22 6.22 12.44 10.37 12.44 12.44 4.44 4.44


Tau[edit]

Stormsurge[edit]

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -
- - - - - - - - - - - - - -


KX139 Ta'unar Supremacy Armour[edit]

1500 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Tri-Axis Ion Cannon (Standard) 2+ 60" Heavy9 S7 ap-2 D2 2.5 1.66 0.83 2.5 2.5 2.5 3.33 2.5 5 3.33 6.25 3.33
Tri-Axis Ion Cannon (Coherent Beam) 2+ 60" Heavy3D3 S8 ap-2 D3 2.5 1.66 0.83 3.75 2.5 2.5 5 3.75 6.66 5 4.16 2.77
Fusion Eradicator 2+ 24" Heavy5 S8 ap-4 DD6 2.43 1.62 0.81 4.86 2.43 2.43 7.29 6.07 9.72 4.86 3.47 3.47
Pulse Ordnance Multi-Driver (Concentrated Bombardment) 2+ 72" Macro6 S12 ap-4 D4 13.33 8.88 4.44 17.77 13.33 13.33 26.66 11.11 13.33 17.77 4.16 4.16
Pulse Ordnance Multi-Driver (Pattern Bombardment) 2+ 72" 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 4.86 4.05
Nexus Meteor Missile System 2+ 24"-120" 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 4.86 4.86
Heavy Rail Cannon 2+ 120" Macro1 S18 ap-5 D2D6 (6+ to wound +D3MW aka 0.27) 4.86 + 0.13 2.59 + 0.09 2.59 + 0.09 6.48 + 0.27 4.86 + 0.27 4.86 + 0.27 9.72 + 0.27 4.86 +0.27 4.86 +0.27 6.48 + 0.27 0.69 0.69
Smart Missile System 2+ 30" Heavy4 S5 ap0 D1 0.37 0.18 0.09 0.18 0.37 0.37 0.37 0.18 0.37 0.37 1.48 0.74
Burst Cannon 2+ 18" Assault4 S5 ap0 D1 0.37 0.18 0.09 0.18 0.37 0.37 0.37 0.18 0.37 0.37 1.48 0.74
- - - - - - - - - - - - - -
Crushing Feet 4+ A5 Melee S8 ap-2 D1 (three hits per attack) - - - - - - - - - - - -


Manta Super-Heavy Dropship[edit]

2000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Heavy Rail Cannon 2+ 120" Macro1 S18 ap-5 D2D6 (6+ to wound +D3MW aka 0.27) 4.86 + 0.13 2.59 + 0.09 2.59 + 0.09 6.48 + 0.27 4.86 + 0.27 4.86 + 0.27 9.72 + 0.27 4.86 +0.27 4.86 +0.27 6.48 + 0.27 0.69 0.69
Long-Barrelled Burst Cannon 2+ 36" Heavy4 S5 ap0 D1 0.37 0.18 0.09 0.18 0.37 0.37 0.37 0.18 0.37 0.37 1.48 0.74
Long-Barrelled Ion Cannon (Standard) 2+ 96" Heavy3 S7 ap-2 D2 0.83 0.55 0.27 0.83 0.83 0.83 1.11 0.83 1.66 1.11 2.08 1.11
Long-Barrelled Ion Cannon (Overcharged) 2+ 96" HeavyD3 S7 ap-2 D3 0.83 0.55 0.27 - - - - - - 1.38 0.74 -
Missile Pod 2+ 36" Assault2 S7 ap-1 DD3 - - - - - - - - - - - -
Seeker Missile 6+ 72" Heavy1 causes 1 mortal wound 0.08 0.05 0.05 0.16 0.16 0.16 0.16 0.16 0.16 0.16 0.16 0.16


Eldar[edit]

Revenant Titan[edit]

2000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Pulsar 60" Heavy2D6 S12 ap-4 DD6 (2D6 on a wound 6+) 8.56 5.67 3.40 11.34 8.56 8.56 17.01 17.01 17.01 11.34 4.86 4.86
Sonic Lance 18" Heavy3D6 auto hits Wounds infantry on a 2+, everything else 4+ ap-3 D1 2.62 1.75 1.75 3.5 2.62 2.62 4.37 3.5 4.37 3.5 8.75 7.29
Cloudburst Missile Launcher 48" Heavy2D6 S8 ap-2 DD3 (+1 to hit fliers) 1.94 1.29 0.64 3.88 1.94 1.94 3.88 2.91 5.18 3.88 4.86 3.24
- - - - - - - - - - - - - -
Titanic Stride Melee A4 3+ (make 3 hit rolls) S9 ap-3 D3 10 6.66 6.66 10.66 6 6 13.33 10.66 13.33 13.33 6.66 6.66


Phantom Titan[edit]

2370 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Dire Pulsar 120” Macro2D6 S14 ap-5 DD6 (2D6 on a wound 6+) 17.01 11.34 6.80 22.68 17.01 17.01 34.02 17.01 20.41 22.68 4.86 4.86
D-Bombard 72” MacroD6 S16 ap-5 D2D6 (+3MW 6+ to wound aka 1.45) 13.61 + 0.72 9.07 + 0.48 6.80 + 0.48 22.68 + 1.45 13.61 + 1.45 13.61 + 1.45 34.02 + 1.45 17.01 + 1.45 17.01 + 1.45 22.68 + 1.45 2.43 + 1.45 2.43 + 1.45
Cloudburst Missile Launcher 72" Heavy2D6 S8 ap-3 DD3 (+1 to hit fliers) 1.94 1.29 0.64 3.88 1.94 1.94 4.86 3.88 3.24 3.88 4.86 4.05
- - - - - - - - - - - - - -
Bright Lance 72” Heavy1 S8 ap-4 DD6 0.48 0.32 0.16 0.97 0.48 0.48 1.45 1.21 1.94 0.97 0.69 0.69
Starcannon 36” Heavy2 S6 ap-3 D3 0.55 0.37 0.18 0.74 0.55 0.55 0.92 0.74 0.92 0.74 1.38 0.92
- - - - - - - - - - - - - -
Titanic Stride Melee A6 3+ (make 3 hit rolls) S9 ap-3 D3 15 10 10 16 9 9 20 16 20 20 10 10
Wraith Glaive Melee A6 3+ (6+ hits create a new hit aka A7) S9 ap-5 D9 35 28 28 23.33 17.5 17.5 35 35 35 35 3.88 3.88


Necrons[edit]

Gauss Pylon[edit]

550 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Gauss annihilator (focused beam) 2+ (+1 against fly, -1 everything else) 120" MacroD6 S16 ap-4 DD3+6 12.44 8.29 6.22 20.74 18.66 12.44 31.11 15.55 15.55 20.74 1.94 1.94
Gauss annihilator (flux arc) 2+ 18" Heavy 2D6 S6 ap-2 D1 0.97 0.64 0.32 0.97 0.64 0.64 1.29 0.97 1.29 1.29 4.86 2.59
Tesla Arc 2+ 3" Pistol3D6 S4 ap0 D1 0.48 0.48 0.24 0.48 0.48 0.48 0.48 0.24 0.97 0.48 3.88 1.45


Tyranids[edit]

Barbed Hierodule[edit]

420 points

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Bio-Cannon 48" 3+ Heavy6 S8 ap-2 DD3 1.33 0.88 0.44 2.66 1.33 1.33 2.66 2 3.55 2.66 3.33 2.22
- - - - - - - - - - - - - -
Massive Scything Talons Melee A6 3+ (re-roll 1’s to hit) S10 ap-3 DD6 9.06 6.80 3.62 7.25 5.43 5.43 9.06 7.25 9.06 9.06 3.88 3.24


Scythed Hierodule[edit]

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Bio-acid Spray 8" Heavy 2D6 (auto hits) S6 ap-2 DD3 2.33 1.55 0.77 2.33 2.33 2.33 3.11 2.33 3.11 3.11 5.83 3.11
- - - - - - - - - - - - - -
Massive Scything Talons Melee A8 3+ (re-roll 1’s to hit) S10 ap-3 DD6 12.09 9.07 4.83 9.67 7.25 7.25 12.09 9.67 12.09 12.09 5.18 4.32


Harridan[edit]

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Bio-cannon Heavy6 S8 ap-2 DD3 1.33 0.88 0.44 2 1.33 1.33 2.66 2 3.55 2.66 3.33 2.22
Bio-cannon (overcharged) Heavy6 S11/12 (use 11) ap-2 DD3 2.66 1.77 0.88 2.66 2.66 2.66 3.55 2.66 3.55 3.55 3.33 2.22
- - - - - - - - - - - - - -
Massive Scything Talons Melee A6 3+ (re-roll 1’s to hit) S7 ap-3 DD6 4.53 4.53 1.81 3.62 2.72 2.72 4.53 3.62 6.80 4.53 3.88 2.59


Hierophant[edit]

2000 pts

- - Warhound Reaver Warlord Heriophant Revenant Phantom Baneblade Land Raider Rhino Imperial Knight 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 T3 W1 5+ T4 W1 3+
Dire Bio-Cannon 48” Macro6 S10 ap-2 D2D6 18.66 9.33 6.22 18.66 18.66 18.66 24.88 9.33 12.44 24.88 3.33 2.22
Dire Bio-Cannon (overcharged) 48” Macro6 S20 ap-2 D2D6 23.33 15.55 12.44 23.33 23.33 23.33 31.11 11.66 15.55 31.11 3.33 2.22
Bio Plasma Torrent 8” Pistol2D6 (auto hit) S5 ap-2 D1 2 0.66 0.66 2 1.16 1.16 2.66 2 2.66 2 4.66 2.33
- - - - - - - - - - - - - -
Lashwhip Pods Melee A6 (make 3 hit rolls) 3+ S10 ap-1 D2 8 4 2.66 5.33 8 8 8 5.33 8 8 8.33 5
Monstrous Scything Talons Melee A6 3+ S20 ap-5 D2D6 23.33 23.33 18.66 15.55 11.66 11.66 23.33 23.33 23.33 23.33 3.33 3.33


Points per Wound, Strength, Toughness and Attack[edit]

Models like the baneblade get destroyed at apocalyse level, their danger point toughness of 8, only a 3+ save and no invulnerability save, plus they have the TITANIC keyword, all of which combines to make something that's fairly squish when it comes down to it. But the baneblade has three things going for it, its cheap (ish), has a lot of wounds (26) and can carry titan killing weaponry. As such, its important to look at how many points it will take to buy yourself 1 wound per model, as well as how many points it takes you to buy an individual point of strength, toughness or attack (although these last three are slightly more difficult to quantify usefully). If you want to know the rough power points cost per unit then divide the points cost by 20 (+ or - 3 points).

Imperium[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 1.33 1.33
Warhound Titan S10 T9 A4 W35 2000 57.14 500 222.22 200
Reaver Titan S10 T10 A5 W60 4000 66.66 800 600 600
Warlord Titan S16 T16 A5 W70 6000 85.74 1200 375 375
- - - - - - -


Chaos[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
- - - - - - -
- - - - - - -
- - - - - - -



Orks[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
- - - - - - -
- - - - - - -
- - - - - - -



Tau[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
- - - - - - -
- - - - - - -
- - - - - - -



Eldar[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
Revenant Titan S9 T9 A4 W32 2000 62.5 500 222.22 222.22
Phantom Titan S9 T9 A6 W60 2370 39.5 395 263.33 263.33
- - - - - - -


Necrons[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
- - - - - - -
- - - - - - -
- - - - - - -



Tyranids[edit]

Unit Stats Points Cost Points per wound Points per attack Points per Toughness Points per Strength
Guardsman S3 T3 A1 W1 4 4 4 0.75 0.75
- - - - - - -
- - - - - - -
Scythed Hierodule - - - - - -
Harridan - - - - - -
Hierophant S10 T8 A6 W50 2000 40 333.33 250 200


So what's actually good?[edit]

Now that we have boiled down the universes greatest tabletop game into statistics, we have to discuss which models are better than others and which models guns are better than others. Keep in mind that just because a unit is weak physically or lacks firepower doesn't mean that its of no use, what we're looking for are units and weapons which do their job badly. A few things to keep in mind if your examining the data above or looking at a unit or weapons profile:

  • The jump between toughness and strength 8 and 9 is huge, there are plenty of models at apocalypse level which are toughness 8, making any weapon with a strength higher than 8 very useful (along with strength 16, which is also rather common). On the flip side, this makes any model with a toughness higher than 8 incredibly tough, as they will not only survive the oh so common strength 8 weapons far better than a toughness 8 model, but are also protected against the total existence failure which a strength 16 weapon would cause.
  • Armour saves are often not that important as most weapons have a lot of ap, whats more important are void shields and invulnerability saves, especially in melee.
  • Rate of fire (as long as your attacks are not going to wound or hit on a 6+, I'm looking at you orks) is often more important than strength or ap, especially if your target has an invulnerability save.
  • Watch out for uber powerful weapons which are actually superfluous to requirement, some weapon profiles may have, for example, Strength 30, but if it wounds stuff at the same rate as a S20 weapon then there’s no point using it.


Imperium[edit]

Titans[edit]

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 a T7 and below where the inferno guns extra hits really shine. A single volley from this gun is enough to destroy knights and baneblades

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 -2, 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 of a tactical squad and leave the rest running in fear. It’s high rate of fire also makes it okay at chipping away a few wounds from other titans to knock them down a damage level.

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.

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 unless you get the Titan value pack, in which case both the war hound titans come with it as standard (probably the only way GW can sell them with the current rules).

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 you're already taking the volcano cannon you're not lacking on anti-armour. The only time you should take this over the melta cannon (never replace the volcano cannon) is if you're up against an infantry heavy army where 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 surpassed 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 you're playing non-competitively, but otherwise just leave it at home.

Warlord Titan[edit]

First choice: Mori Quake Cannon, and by extention, 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.

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 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 fists 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 sceondly, 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.

Chaos[edit]

Orks[edit]

Tau[edit]

Eldar[edit]

Titans[edit]

Revenant Titan[edit]

Pulsars, sonic lances or a mix? Stick to the Pulsars, the sonic lances (although they wound everything on at least a 4+) don't deal enough damage to be useful against multi wound models, being out classed by the Pulsar. The Pulsars also deal a ridiculous amount of damage as a pair, performing on parr with the warhounds laser destructor (outclassing it against warhound like targets), but you can do something that the destructor can't do, split your fire against separate targets (or at least two separate ones) making the your pulsars more flexible.

The cloud burst missile launcher is fairly meh for a titan weapon (especially at 48" range) but will do an okay job at holding infantry at bay.

Phantom Titan[edit]

Necrons[edit]

Gauss Pylon[edit]

At 550 points this model is a steal (where most titan killing weapons are either baneblades or cost 1000+ points), being more survivable than a stompa while packing enough punch to almost one shot a stompa (which costs roughly the same price). It's poor shooting once stuck in melee does mean that if it does get stuck in melee it will never win, keep it in reserve until either your opponent moves a titanic unit into a nice line of sight, or deploy into your deployment zone turn 1 (effectively a better version of the swarmlords ability). There's not much else to say about it other than the fact that it cannot move, so always plan its position in advance, but otherwise it is a must have for any necron apocalypse army, and will happily pay for itself in 2000 points and less battles as long as your opponent brought along some juicy vehicles to shoot at.

Tyranids[edit]

Barbed Hierodule and Scythed Hierodule[edit]

You cannot discuss one Hierodule without discussing the other, as the two are just slight variations of each other, with the barbed version being the shooty varient while the scythed is the choppy varient, with the "base" model being effectively a faster baneblade.

Harridan[edit]

Hierophant[edit]

The Hierophant has a set load out, so discussion about its preferred load out is unnecessary. What is necessary is to point out that it has the highest damage output for its price, period, its bio cannons pump out 18.66 damage per gun (and it has two of them remember), out gunning both the warhound laser destructor and the revenant pulsar, while also packing a "stomp attack" (although these attacks are slightly weaker per hit than the other "scout" titans) and a proper titan killer melee attack (the only scout titan to do so) which is almost on parr with Reaver and Warlord melee weapons, while also possessing a 5++ against ranged and melee attacks. So, from a simple damage output, it is the best "scout" titan available, providing the most anti-titan damage for the price range, but all of this must be factored against how squishy this thing is, possessing the (as previously mentioned) danger point toughness of 8.