ORK STOMPAS

itans have some unique abilities above and beyond those of other super heavy vehicles. For a start, they normally have more flexibility with their armaments. With the Warhound, it's usually best to settle on a long-ranged or short-ranged role, rather than mix weapons with drastically different ranges. For close support, anti-infantry attack the Vulcan mega-bolter and inferno gun are without equal. For a fire support role – particularly the destruction of enemy super heavies and other vehicles – the plasma blastgun and turbo-laser destructor are optimal. In either role, it's worth remembering that line of sight from super heavy vehicles is drawn from the weapons themselves, so the additional height of a Warhound may allow you to target enemies that would otherwise be obscured or out of sight completely.
Another advantage of Titans is the void shields that protect them. The mightiest blast will simply knock down a void shield rather than do actual damage. However, these void shields can be knocked down by less powerful weapons and so its worth eliminating enemy units with a reasonable strength and rate of fire – such as autocannons, multilasers, scatter lasers and that sort of thing. By neutralising these threats, your enemy will have to waste his 'big guns' on taking down void shields instead of dealing damage.
Also, use the Warhound's 'Agile' ability to spring surprises on your opponent or to protect the Warhound. It is sometimes worth sacrificing the firing of one gun if D6 extra inches of movement will get the other in range, or allow you to draw a line of sight that would otherwise be blocked. Similarly, if the Warhound has taken damage, a quick sprint for cover, a restored void shield or two, followed by some damage control in the following turn, can often put your Warhound back into action for the rest of the battle.
Related Articles:
Tactica: Strategic Assets | Flyers | Using Everything
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