Tactics Tuesday: Kings Of War – Top Titans
22nd Feb 2022
Jonny Mann
Hello and Welcome to Tactics Tuesday!
This is the number one place to find the tips and tricks to master your favourite Mantic system. Hopefully over the coming weeks you will learn how to deal with that one pesky unit that has been giving you trouble or find some insight into better ways to play and enjoy your most loved game.
This week we look at the Titans that can't be ignored (not just because they're huge!) Whilst this list is opinion based and not gospel, it should hopefully give you some inspiration if you have or are thinking about building a relevant Kings Of War army and want to add something big and fun.
Mutant Rat-fiend
This beautiful creature is an absolutely must have for any Ratkin Army when you look at the stats. First up, the Mutant Rat-fiend is Fearless, which means you don't have to worry about it becoming wavered during a key point in the battle. It's not shy on attacks either, with a respectable 10 plus Crushing Strength (2). As if that wasn't good enough, the Rat-fiend also has ALL the rules - Rallying, Radiance of Life and Regeneration. The latter is a particular ace up the fiend's sleeve (a sleeve of flabby flesh in this case) because combined with Fearless, you can potentially heal it back up before the enemy has a chance to get close to its breaking point.
Frost Giant
The Frost Giant is just 5 points more expensive than the regular Giant AND gains a ranged attack (whilst losing fury). But for a further 30 points, however, you could take Hrimm, the Legendary Ice Giant! He brings to battle a respectable amount of base attacks (D6+8), which is boosted further by Slayer (Melee - D6) - so against other Titans and big units, he's rolling "d6+10. Yikes! What's more, he’s Fearless -/20, compared with the Frost Giant's 18/20, and has a better Icy Breath at (12). The Icy Breath is a great addition to the Frost Giant because not only does it cause damage, it also reduces the enemy's speed by 1, which could occasionally even stop a potential charge, so the Frost Giant can get stuck in first.
Coral Giant
From one Giant to another. Giants are predominantly used as big meat shields, so when you take into account the Coral Giant has both Ensnare and Iron Resolve with defence 5, you can see why it makes this list! Often Ensnare units trade off a lower defence for the benefit of Ensnare but the Coral Giant has a not too shabby defence 5. It may seem odd to think of a giant as chaff (especially when it costs 215pts) but this chap can hold down the centre of the battlefield while your other units get into position. Plus, thanks to Iron Resolve, every time it manages to shrug off an attack, it heals a wound too. Tasty!
Kraken
Why have one Trident Realm Titan when you can have two!? The Kraken is defence 4 with ensnare and a regeneration of 4+. It brings in a more reliable set of attacks with straight 12 over the Coral Giant's d6+6, as well as a slightly better nerve. However, it's the addition of Rampage (Melee - D3) and Wild Charge (D3) that could catch your foe off guard. Unlike Slayer, which is used for taking out big gribblies, Rampage is ideal for taking out those pesky infantry units that are just getting in the way. With Rampage (Melee - D3) you're likely to be increasing the Kraken's attacks by 2 or 3. Then you've got the Wild Charge, which can easily increase this tentacled terror's threat range.
Abyssal Fiend
Whilst the list has been in no particular order this Titan takes my top spot! It's the long trusted and ever reliant old friend/fiend. The Archfiend of the Abyss is one of the cheapest Titans in the game, clocking in at a bargainous 175pts. That alone makes it a contender, but with this you get benefits you often only see in more pricey units, such as a ranged Fireball attack, rolling a decent 10 dice. Also, don't forget folks, Clash of Kings 2022 added Shattering to Fireball, so you get an extra point on your Nerve roll. It also has classic greats like Brutal, Fury AND Vicious! Considering it's got Crushing (2), it's likely any of those 1s are going to turn into wounds against weaker units. Oh, you still want more? You are a greedy player! Well, how about Inspiring? On a 75mm base, the Fiend's Inspiring bubble is huge, so you can confidently plonk it amongst your units and force those Nerve re-rolls. This is great to combine with the large amounts of Regeneration across the board in Forces of the Abyss because if they can survive a Nerve check, there's always the chance they'll heal up in their turn.