Welcome to Titan
Owners Club’s review of the Adeptus Titanicus rulebook. We’ll be briefly touching on the contents of
the book and giving you any special snippets that we’ve found during our time
with this deep and tactical game.
THE LOOK
While it’s no Forge World black book for the Horus Heresy,
the book is meant to last and look great.
The cover art on both sides is absolutely gorgeous. Durability won’t be an issue as the book is
hardback, meaning you can safely place it in your backpack and not worry about
your covers being bent, and the spine will stand up to many years of use.
The book is also full-colour, providing several examples of
Legio and Knight Household heraldry and images of battles in progress. When using a “pict capture” look, the images
are in a blue-gray and black format, providing the player a sense of imagery
being taken directly from the battlefields of the Horus Heresy. The imagery and pictures used in the book
break up the text really well and keep reading the book from feeling like a
slog.
The book is finished off with a velvet-sheened blue ribbon
place marker. The length of it means
that players will be able to use it to identify two pages for quick access,
which will be quite useful with the amount of content in the book.
Poorly kept secret: this is Shadow's favorite piece of art in the book. It will be interesting to see what yours will be.
THE PREFACE AND
THE LORE
The Preface covers an introduction to the book, as well as
the history and lore of the Titan Legions and some of their greatest
battles. Much of what is available in
this section has already been covered in many Black Library or Forge World
publications. We don’t get a lot of new
information on other battles or in-depth looks at particular engagements or
Legios. While this section doesn’t add
much new lore, it neatly summarizes what is out there and can help players fill
in the gaps if they haven’t read certain existing piece of literature.
The section starts with a “transmission” to the reader that
details that the Tech Priests that compiled these notes are chronicling the
coming of the war and their hand in it.
The transmission briefly touches upon:
- The fall of the original human empire.
- How Terra and Mars were (somewhat) spared compared to the rest of humanity.
- The coming of the Emperor and the Great Crusade.
- The Titan Legions.
- The Death of Innocence.
- The Horus Heresy.
Then, additional information is given about the three
primary Titan classes, such as crew, height, weight, and more. The first Titan engagement in history is also
briefly touched upon, including the creation of the original three Titan
Orders, the “Triad Ferrum Mogulus”. The
section covers how additional Titan Orders are raised and eventually evolve to
become their own distinct entities over time, becoming the Titan Legions that
we know today.
Images like this are included for all three Titan classes currently in the game.
The section closes out by providing a timeline of the most
notable engagements that occurred during the Age of Darkness, beginning with
the Betrayal at Isstvan III and the Schism of Mars, and ending with
Beta-Garmon, where the Titandeath campaign occurred.
THE RULES
The rules section begins with a brief description of what
Adeptus Titanicus has to offer players beyond the hobby aspect. The game pays homage to the versions of
Adeptus Titanicus that came before and references that some mechanics from
older editions were used to inspire this newest edition. This will allow players with previous Adeptus
Titanicus experience to transition into the newest edition more easily.
However, this rules book will not be the only source
material as time goes on. It mentions
potential upcoming expansions to the rules, models, and command terminals. A brief breakdown of the materials needed to
play the game is provided, as well as a quick summary of the game’s phases.
Prior to the games main rules, basic concepts of the game
(such as re-rolls, explaining the different dice, arcs, templates, and more)
are explained. These basic concepts, as
well as the rules that follow, are carefully explained and quite clear. A lot of thought has been given to the wording
in this game and there is very little ambiguity. The game even includes additional callout
boxes and blurbs that will clarify what to do should a unique situation occur
that would cause potential rules contradictions.
The rules begin with the basic rules, which explain the main
parts of each phase and how they are conducted.
This section occasionally references other advanced rules that can apply
and tells the player where to find them.
Together the basic and advanced rules form the core rules of the
game. Players are encouraged to use only
the basic rules for their first few games, eventually adding the advanced rules
to get the full experience.
One of the game’s major strengths will be a balance caused
by the turn sequence. Rather than a
player taking all of their actions in a phase, each player alternates
activating a unit in each phase until all actions have been completed. This means that the game features many
tactical decisions, giving the player a variety of decisions to make with very
little down time in the game.
Furthermore, players will also be able to take actions that could be
dangerous but highly advantageous, such as pushing a Titan’s reactor for extra
movement speed or turning capability.
One thing that was evident early on in the basic rules is
that the Repair Phase may take the most thought since Titans live and die by
their void shields and weaponry. This
phase allows players to fix downed void shields, cool their reactors, or repair
damaged weapons. However, dice luck will
be important, and these (limited) dice are spent in a manner more akin to Warhammer
Quest than simply attempting an action and rolling a die. For players who haven’t played Warhammer
Quest, this system will require acclimation.
In particular, the Combat Phase is very detailed. While it seems overwhelming at first, it’s
very well defined and adds a lot of realism to the game. Players will need to consider where they are
taking fire from, where they will be firing at, and the order in which they
will use their weapons. It’s not a game
that will reward a “Shoot first, ask questions never” mentality. It will also lead to players needing to
consider not just which weapons fire first on a Titan, but which Titans fire
first since some will be more effective at cracking shields than others, while
others are designed to deliver punishing death blows.
The advanced rules add upon the basic rules by implementing
stratagems (tricks and ploys), orders for individual Titans, and terrain
types. These rules also add additional
effects on Titan plasma reactors, awakened Machine Spirits, Titan squadrons,
and Knight support. The addition of
Knight support is covered in a separate review.
The advanced rules, while somewhat small in comparative size
to the base rules, also add major changes to the gaming experience. These rules add more variability to Titanicus
and increase the tactical depth and risk/reward factors of the game. However, while these rules are listed as
advanced, they feel like they could have been thrown in from the start.
The final section of the rules are the optional rules, which
fit on a single page. These rules cover the ability to overload void shields
willingly, destroying terrain, stray shots, and power transfer from one area of
the Titan to another. Unlike the
advanced rule, which are eventually added to regular games, the optional rules
are, as their name says, optional at all times.
Some of these changes are cinematic, while others provide tactical
options. It would certainly be nice to
see the optional rules expanded at a later stage.
PREPARING FOR WAR
Following the rules is a section on assembling your force for
play. A player’s overall force is called
the battlegroup, but this is comprised of a maniple, solo Titans in support,
and Knight Banners. The section then
goes on to describe the three different play modes in Adeptus Titanicus. People who have played Warhammer 40,000 8th
edition or Warhammer: Age of Sigmar will be familiar with the three play
modes. Open Play allows players to build
their battlegroup however they wish, with no restrictions. Narrative and Matched Play require at least
one maniple type to be in the force.
These play modes also make use of the points and Battle Rating system in
the game. Narrative Play is all about
reliving the greatest stories from the Horus Heresy Titan battles. Matched Play is about a balanced fight where
skill-at-arms is most important.
This section also adds a short bit of lore about the
composition of a maniple and its “law” within the Libraxus Titanica. While the
book comes with three starting maniples, it mentions that future expansions
will bring new maniple options. Each
maniple type gains its own trait, which gives it special rules and bonuses;
effectively the old formations of 40k.
Battlegroups may contain any number of additional support Titans after
it has met its maniple requirements. However,
these support Titans do not gain any maniple bonuses and cannot join any
squadrons.
The battlegroup’s maniple contains the Princeps Seniores,
who serves as the force’s linchpin and is equivalent to the 40k Warlord, even
getting a personal trait and bonuses.
Their Titan receives +2 to Command checks and also gain personal
trait. These traits are contained in a
table and include things like the ability to automatically become the First
Player for a turn, adjusting a single Repair roll die, or ignoring Catastrophic
Damage on a roll.
The maniple types presented in the rule book will provide
players with a few options on list building and should suit almost all play
styles be they hard-hitting bruisers or nimble harassers. The first maniple is the Axiom Battleline
Maniple which is the most balanced of the forces and offers a trait that
ensures that a bad Command roll will not stop the rest from being able to
receive their own commands. The Myrmidon
Battleline Maniple focuses strictly on the Battle Titans and provides a trait
that enhances the likelihood of issuing the First Fire and Split Fire
orders. The final maniple is the Venator
Light Maniple, which sees a Reaver leading multiple Warhounds into the
fray. This maniple’s trait allows for
opportunistic shots for the Reaver when the Warhounds collapse enemy shields.
MISSIONS AND BONUS
ITEMS
The remainder of the book is dedicated to stratagems,
missions, and rules for two Titan Legions.
The section also includes a quick blurb that lets players know that
designing their own missions is not only possible, but something that is
encouraged for those that wish to. Games
will usually be fought on a 4’ by 4’ area for the sake of space availability. However, some missions play on the classic 6’
by 4’ of most Games Workshop products.
This section also includes stratagems, which represent
tactics, tricks, and ploys used by a Princeps Seniores in battle. Each mission will dictate how many Stratagem
points a player has to spend. Open Play
allows players to decide whether to use Stratagem points and how many. Stratagems are also used in Matched Play to
balance out differences in Battle Rating.
Another form of Strategems is Battlefield Assets, which provide in-game
bonuses when using their models.
Of course, this section provides the missions for each mode
of play. The Narrative Play missions
definitely echo the stories that have been produced over the years, with two
favorites of TOC staff members among them: The last defense of the Magma City
(Mechanicum) and The wreck of the Arutan (Honour to the Dead).
Finally, rules are available for Legio Gryphonicus and Legio
Tempestus. These rules contain Legion
Traits, specific wargear, and Personal Traits for the Princeps Seniores. Players gain additional Strategem points when
using a set of Legion rules. Additional
Titan Legions and Knight Household rules will be added in future supplements.
FINAL THOUGHTS
There are only two things to knock about the rule book for
Adeptus Titanicus: the lore and the advanced rules. The lore that’s been included in the book is
good and it will catch players up on pieces that they are missing. However, it’s short and very little of it is
new. With that said, there are plenty of
juicy tidbits in there, and some of the callout boxes and blurbs in the book
help to bring character to the Titan Legions.
In regards to knocking the advanced rules, it’s not because
they are bad. Rather, the advanced rules
add so much depth, character, and tactical choice to the game that they should
be part of the game from the very beginning instead of a bolt-on to the basic
rules. The optional rules of the game,
which can be expanded later, would serve as great advanced rules afterwards.
While Adeptus Titanicus only seems to have two (minor)
faults, it has so many great things about it.
The game is deep and will require good generalship on the
battlefield. It will be full of
difficult choices and players will have a deep tactical toolbox to draw
from. The rules are very well explained
and there is very little ambiguity to anything in the book. Gameplay will be cinematic in its own right
and will require players to be both proactive and reactive. The objectives system of Adeptus Titanicus in
Matched Play will also ensure that no two Matched Play games are ever the same,
while the Narrative Play missions will provide the lovers of Black Library and
Forge World books many a great recreation of their favorite stories.
Great review Shadow :)
ReplyDeleteThe turn sequence format in the game is fantastic. I think it fits the game perfectly.
The lore is more like a what’s coming or what happened in the sidelines I guess. Gives us some basis to expand stories from.
I love the optional and Advanced Rules, so I will be jumping straight in with them for our battles.
Honestly, I see no reason to play a game (even your first ones) WITHOUT the advanced rules. I think they really bring out what Titan combat really is.
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