Warhound Titans are coming this weekend to pre-orders and today the Warhammer Community takes a look at them along with a couple rules......
via the Warhammer Community
https://www.warhammer-community.com/2018/10/02/2nd-oct-adeptus-titanicus-part-12-warhound-scout-titansgw-homepage-post-2fw-homepage-post-4/
The Warhound Titan is perhaps the most unusual of the mainline war engines of the Adeptus Titanicus. The larger Warlords and Reaversprimarily function through the principle of overwhelming firepower, but the Warhound is an altogether different proposition. As a Scout Titan, it relies on speed and manoeuvrability, and they often hunt in packs to bring down foes through cooperation and coordinated fire.
In your games of Adeptus Titanicus: The Horus Heresy, Warhound Titans occupy a niche somewhere between their larger brethren and banners of Imperial Knights. Their high speed and ability to perform three manoeuvres make them great at getting across the battlefield to capture objectives and flank enemies. On the flip side, they are slightly harder to issue orders to than Reavers and Warlords, their machine spirits having a tendency towards aggression and independence.
Where Warhounds really shine is in their ability to be formed into Squadrons. Up to three Scout Titans can march together. While they can move and manoeuvre separately on the battlefield, they activate at the same time. When it comes to orders, Squadrons can be issued a single one that covers them all, and the more Titans in the Squadron, the easier the order is to issue – a definite bonus.
Squadrons also gain a number of benefits when they’re closer together. The most obvious of these is the ability to merge their void shields.
This allows Warhound Squadrons to combine their defences, becoming greater than the sum of their parts. By supporting each other in this way, they can survive longer to lay low their foes, which is made easier by the Coordinated Strikes rule. This allows multiple Titans from a Squadron to target the same enemy, and gain +1 to their Armour rolls, representing the effect of multiple attacks on a target’s weakest point.
Warhounds have a number of weapons available whose power belie the Titan’s size, and are more than capable of bringing down even a mighty Warlord. Turbo laser destructors and vulcan mega-bolters are perfect for bringing down void shields – the Shieldbane trait on the former and high rate of fire on the latter make them ideal for tearing through the high number of shields on a Battle Titan or devastating banners of Imperial Knights.
The inferno gun is a giant high-strength flamer that can do serious harm to multiple foes, while the plasma blastgun is a Blast weapon that can be enhanced by the Maximal Fire trait to make it strong enough to tear through the thickest armour – at the potential cost of putting more strain on the Warhound’s plasma reactor.
Warhounds can be added to your battlegroups in an Axiom Battleline Maniple or Venator Light Maniple – with the latter allowing you to take additional shots from the maniple’s mandatory Reaver whenever one of the Warhounds collapses an enemy’s shields.
You’ll be able to pre-order your very own Warhound Titans this weekend, along with Command Terminal packs and weapons cards.