OLD:Titan Lords Quickplay Armies

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Titan Lords
File:Titan-lords.webp
Setting: Grimdark Future
Games: Grimdark Future
Species: Mixed

Below you will find quickplay army lists for Titan Lords from Grimdark Future.

Note: as v2.50 is in constant development the following might not be accurate.

Two Stompy Bois (1000pts)

This is a v2.50 army you can build using an Armiger Helverins, Armiger Warglaives, War Dog Executioners, or War Dog Huntsmen box (these are all the same box, I believe usually sold in stores as the Armiger Helverins) from Games Workshop, or any other models of your choice.

Gundam models in close to 28/32mm scale can be had for very cheap, even as low as 10 USD per kit, and are available in many hobby shops, even places you might not expect to find them (about half of an aisle in the author's closest Hobby Lobby is GunPla kits), and have a very very large variety of designs. Many even come with the components in different colors of plastic, so you can have a visually interesting piece without having to paint (assuming you care about painting your models. Your prerogative if you don't).

Pretty killy, but probably the lowest amount of board control you can have at this point level without intentionally only bringing one 1000pt model. Not all that much room for build variety, either.

++ Titan Lords [GF 990pts] ++

Pilgrim Mini-Titan [1] Q3+ D2+ | 420pts | Fear, Fearless, Relentless, Tough(12)

Fusion Blaster (24", A1, AP(4), Deadly(6))

Top-Fuser (12", A1, AP(4), Deadly(3))

Mini-Titan Claw (A8, AP(1))

Stomp (A4, AP(1))


Yeoman Mini-Titan [1] Q3+ D2+ | 570pts | Fear, Fearless, Tough(12)

2x Hell Autocannon (36", A6, AP(2))

Top-Machinegun (30", A3, AP(1))

Stomp (A4, AP(1))


Four Stompy Bois (2000pts)

This is a v2.50 army you can build using two Armiger Helverins, Armiger Warglaives, War Dog Executioners, or War Dog Huntsmen boxes (these are all the same box, I believe usually sold in stores as the Armiger Helverins) from Games Workshop, or any other models of your choice.

Gundam models in close to 28/32mm scale can be had for very cheap, even as low as 15 USD per kit, and are available in many hobby shops, even places you might not expect to find them (about half of an aisle in the author's closest Hobby Lobby is GunPla kits), and have a very very large variety of designs. Many even come with the components in different colors of plastic, so you can have a visually interesting piece without having to paint (assuming you care about painting your models. Your prerogative if you don't).

This list is also a fantastic place to start with magnetizing your kits - these loadouts are not legal in Warhammer, if you happen to play both, but the weapons on Armigers, at least, are not "keyed" to a particular arm - simply magnetize at the shoulder joint and you can mix and match as you desire. It enables much easier changes later, for a marginal amount of effort.

Four nice stompy mechs, each with a role to play.

Errant - Runs up the board, annihilating light infantry or scratching a few wounds off of elite infantry or vehicles when it gets there. Very tanky, and pure melee, there is no reason not to be Rushing or Charging each turn. Use the Symbol to soften up your next targets, or to finish off an infantry unit with 1-2 models left, so you can charge something else. If you're using Armiger/War Dog boxes for this, you're just using the swords as claws. The claws are better for the purpose we're using this unit for.

Pilgrim - Generalist. Has some anti-infantry melee, and an anti-tank and small anti-infantry gun. If you're in charge range of a weakened infantry unit, you should probably choose to Charge it, unless there's a pressing threat from a vehicle within your Fusion threat range (move range + weapon range, in this case, 30"). Its Symbol of Change allows it to ping wounds off vehicles, or snipe a hero or special weapon out of a unit (note the use of "model" instead of "unit" in the rule's text). Because of its "generalist"/"hybrid" nature, this is one of your less useful units, despite the versatility. Use it for the risky plays.

Yeoman 1 - Ranged, anti-light and elite infantry. Could certainly be used against an AFV in a pinch, but would generally put them to still save on 4+. Park it on a convenient objective to guard from enemies Ambushing behind you to take objectives.

Yeoman 2 - Pure anti-tank. Park it in the middle of the field and shoot the largest thing it can see. If this ends up in melee, just pray, because your enemy probably has a unit geared to deal with it, and it only has four weak attacks. It only takes one wound getting through in melee to potentially put this out of action for a turn, and with only four units on the list, that can devastate your game plan.

++ Titan Lords [GF 2000pts] ++

Errant Mini-Titan [1] Q3+ D2+ | 490pts | Fear, Fearless, Tough(12), Symbol of Lust(1), 1x Power Shields(Regeneration)

2x Mini-Titan Claw (A8, AP(1))

Stomp (A4, AP(1))


Pilgrim Mini-Titan [1] Q3+ D2+ | 470pts | Fear, Fearless, Relentless, Tough(12), Symbol of Change(1)

Top-Machinegun (30", A3, AP(1))

Fusion Blaster (24", A1, AP(4), Deadly(6))

Mini-Titan Sword (A6, AP(1), Rending)

Stomp (A4, AP(1)),


Yeoman Mini-Titan [1] Q3+ D2+ | 570pts | Fear, Fearless, Tough(12)

2x Hell Autocannon (36", A6, AP(2))

Top-Machinegun (30", A3, AP(1))

Stomp (A4, AP(1))


Yeoman Mini-Titan [1] Q3+ D2+ | 470pts | Fear, Fearless, Tough(12)

2x Fusion Blaster (24", A1, AP(4), Deadly(6))

Top-Machinegun (30", A3, AP(1))

Stomp (A4, AP(1))


Symbol of Change: Once per activation, before attacking, roll X dice. For each 4+ one enemy model within 18” takes 1 automatic hit with AP(3) and Deadly(3).

Symbol of Lust: Once per activation, before attacking, roll X dice. For each 4+ two enemy units within 12” take 3 automatic hits each.

See Also

Titan Lords
Overview - Tactics - Miniatures - Quickplay Armies
Grimdark Future quickplay armies
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons