I was at the weekender, I watched the games on both Friday and Saturday and I had a good talk with the designers, so I might be able to add some things. Lifting my self imposed forum exile to write this, because there's a lot of misinformation / omissions posted so far and I'm really excited about this game.
Andy Hoare is the lead designer.
This is wrong - but the seminar did make it sound like that. Andy is the specialist games manager, but he didn't design the game, that was James Hewitt (who did Betrayal at Calth, Silver Tower, Gorechosen, new Blood Bowl, and had something to do with Dreadball when he was at Mantic). From talking to James, it seems like Andy ran the project, helped with the design and made sure things ran on time, but James did the actual game design. I got the impression they're a close team, there are only three of them and it sounds like they're all really working together.
He also said they'd worked on AT for most of last year, and had tested it for six to eight months (which he said was above average for GW games). He said it drew inspiration from previous editions of AT / epic etc but was most similar to first edition AT, but with much more modern design.
Turn sequence based on the original AT scheme of 'I go you go, next phase':
I think Andy worded it badly in the seminar, because what he said didn't reflect the games I'd seen. It's not really like the original AT (where the turn sequence is based on the orders that have been issued), and it's definitely not what I'd think of as "I go you go" - but I can see what he was getting at. Instead it's more like: in the movement phase, I move a titan, then you move a titan, then I move a titan, and so on. I'd call that 'alternate activation' rather than 'I go you go'.
Models are much bigger than the old scale AT - no specifics shared but a Warlord will be noticeably bigger than a Space Marine Dreadnaught.
Chris (sculptor, has been working on the AT titans, and was helping run the game on Friday) and James both mentioned that the 40k scale game had been scaled up to four times the size of AT. Google says the 40k Warlord is 22.5" tall, so that would make the AT Warlord about 5.6" tall - smaller than a knight, bigger than a dreadnought. Maybe dreadknight size?
Knights are basically disposable pawns but can cause a fair bit of damage in groups
'Disposable pawns' wasn't said in the seminar far as I recall, and really wasn't the impression I got. James said they were like pack hunters taking down a big predator - they're not pawns, they're not disposable, but if you leave them in the open in front of a warlord they're dead.
Couple of other things I found online that aren't up here yet:
People from Titan Owners Club were playing on both nights, and one of them was watching on Friday and did
this write-up:
Hi all.
I am here watching the new Adeptus Titanicus game carried out with 28mm scale Titans.
The game seems fast and pacey.
There are modifiers to to hit rolls (such as -1 if partially obstructed by a building.
Reactors are powered up and down to boost shields/strength of certain weapons and move faster. For instance a Reaver can move 6" as standard or 9" if he pushes his reactors.
Reactor overload actions are worked out at the end of the game turn. They can result in several different results like loosing shields, or prevent yourself from firing further Plasma weaponary or even reactor meltdown.
The game acts akin to chess where each unit takes it in turn to do an action. Turning the Titans have limits in 45 degree angles and cost movement or action points.
Each Titan runs a command panel as below where all information such as the one below.
They list the weapons that the Engine is equipped with, arcs of fire,range etc. It also enables you to keep track or apply special actions and keep track of that Titans activities.
When a Titan is hit without shields, the location of the hit (effected by arc of the strike) is rolled and damage is calculated against that part. Damage points are applied and damage strength is rolled to see how bad the damage is. It can result in reactor leaks, basic armour damage (easier to damage in the future) and even Engine Death.
Damage can be repaired by Servitor units which obviously costs actions.
The buildings used are Cad onto Foamboard of the modular plastic buildings that will be available to buy to assemble as you desire.
Hopefully I can get Bone Garland down and involved on Sunday.
Drake Seta
Last thing... someone else who was there on Friday posted a load of info on /tg. I actually searched 4chan to find
this really detailed write-up of how the game works. Many Bothans died.
ONTO THE GAME ITSELF.
Mechanically i was not able to directly play the game but I paid as much attention as I could whilst taking photos, and I think I have a pretty good perception of it. Conceptually its clear as crystal (sans knights but its easy to imagine the game with them)
Imagine titans as something of a giant battleship. Vehicle so vast they have armour differences for each location - Legs are actually quite strong on most titans. This is done because most things a titan fight will be attacking from below and you might imagine that titan vs titan combat, gettingyour leg blown out is badnews.
(The rules are for a certain FW. They even have a similar layout (but a blueish tint instead of red) to the book. The models themselves im not sure, will likely find out sunday)
However, not as bad as getting your fucking face shot up. Which happened on at least two occasions that game.
If your void shields are down, and your hit in the face, you can expect your moderatii to die and your MIU's severed.
A reaver titan may expect to survive about 3 bad hits to the face before being destroyed if memory serves me right (it had also been beaten up bad before)
You may be fearing "oh fuck alphastrike city" but you'd be very wrong (at least if your a titan, not sure on knights as none took part). Multiple reasons for this and I will explain the conceptual part first;
Ranges matter ALOT in this game. First turn only Apoc launchers and Volcano cannons were in range.
[...]
(The titan weapons seen, turbo lasers, plasma blastgun, sunfury plasma annhiliator, laser blasters, melta cannons and inferno guns, all weapons that were not in range turn 1 (aside from one instance of for laser blaster/turbo laser i'll get to that in a moment)
Onto mechanically why: the game is done in phases like 40, however each "turn" each sides roll a D10 (yes the game uses d10s!) for initiative.
The side with the higher initiative activates a titan first.
For example (there weas a phase before this, which was not done in turn one, i;ll check my actual written notes soon) Team 1 moves a warlord titan. Team 2 moves a titan of their choice and so on.
Once all titans are moved, we enter the repair phase, where the tech priest on board will begin to repair any current damage. This can be stuff such as plasma reactors leaking etc. Then its damage control ; are these leaking system causing bad effects? what means are being used to dampen these?
I'll go back to more specifics once i've covered damage because its quite important.
We enter the combat phase after this. Naturally this where (most) the attacking happens.
Titans cannot split weapons without giving an order beforehand (more later). First you roll to hit as per usual however other factors are taken into account; dead moderatii, range (seemed to be for certain weapon types) and cover all adjust these values to hit.
Then, the enemy rolls a void save. This is dependent on how many void shields they currently have operating. Shields tend to become less effective as the game goes on due to systems being damaged and the shields being bombarded so less are operating at one time.
[...]
Once the enemy has no shields (or they fail a save iirc) you will begin hitting them.
This is where things get interesting. the old familar D6+Strength, then a bonus if you flanked (there didnt seem to be side armour for each component. Probably for the best otherwise we might have 3 values for each damn piece and there are alot of pieces)
Then your total is compared against the various thresholds for that location. Normal, Critical, Devastating
Normal, obviously, just does damage. Critical and devastating you roll on tables.
These cause additional damage as well as special effects. Devastating ones tend to be permanent - such as a plasma reactor being blown open or a crew member being heavily wounded.
Thats the essence of the game. There are of course specific for deaths of a titan.
One such result is a rather understated "silenced" - crew is dead, perforated beyond function, but stands tall and remains on the board.
Another is "laid low" the titan scatters a short distance, then you roll for the direction it falls
Of course more dramatic explosions exist.
Before all this however (im not sure it applies first turn, it may of just been to help familiaries people with the game to skip it first turn) is Orders Phase.
Each titan has a number of orders. These include: Emergency repairs (bonuses to repairing but you either move, or shoot - you'll actually do alot of moving in this game. ALOT). Stride - immiedately move (iirc) but again, you must either move or fire.
There was one more orders but alas it was not used. OH WAIT. CHARGE.
Charge; move. make immiedate attack.. you may of course make another melee attack later.
[...]
Melee combat, from what little i've seen is absolutely viable. A reaver punched another 4 times in the face, causing 2 criticals, forcing the enemy titan (which had a chainfist!) to back off like the Treasonous Legio Mortis pussycat it was
(Yeah repair was after move)
So how do you do orders?
Well if your the Princep Seniororous (no idea how to spell bullshit latin), you pass your order automatically everyone else makes d10 command checks.
Fail, and well, many guard players know what happens next; no more orders for that team.
We now also have something familar to Battletech players; heat! In this case its the plasma reactor.
You can boost certain actions by powering up your reactor.
For example movement can be exchanged for a better value that is listed in brackets, special rules of some weapons (for example laser blasters can be used to overpower a shield) can be activated ,some weapons require powering (Belicosa's for example)
Plasma weapons can be outright simply improved using reactor power, though the boosts do not work against void shields because of how these weapons work (so much like tabletop, void shields are countered by chaffire, though some strong weapon types can defeat them)
Another use is boostingyour shields. Declaring power to your void shields (it done per instance of weapon fired, so not like jinking) gives you the ability to reroll 1's.
So one believable tactic is to spook someone into keep overcharging their reactor, eventually they will overload it and bad things happen.
Bad things include the machine spirit trying to throw you off like a pissed off horse, forcing your princep to engage in a Machine-Spirit rodeo via a command check
As I mentioned earlier; titans manuervarability is limited. This includes arcs of rotation - you can charge and rotate btw
I believe thats everything besides some loose change intricasies.
[...]
This includes no premeasuring.
Yes, currently premeasuring is not allowed. No weapon uses fantasy cannonball rules currently
If you failed to hit witha blast weapon, you scatter d10 (no direct hit)
Orders that failed - unit carries on as normal.
Voiods do not work in melee - this might be expected.
Overcharging will not (at least as movement goes) cancel your action. Unless of coures your dead.
One order I forgot, that made the game very interesting; First Fire. You fire a single weapon in the order phase, you may not move.
Points cost as per usual are the basis of the game balance (in addition too force org) weapons them selves have specifiic casts
Shields can regen, just like table top.
Saturday night's game was a blast too. It was smaller because the big room was in use, they had to do it in a corridor, I don't think they'd planned to do it originally but the Friday one was so popular they wheeled it out again. But it was still a really exciting game to watch. Seems really solid and tactical - I spoke to James about designing it and he said he thinks one of the most important things in a game is decision making, like, 'do I do X or Y', where both are possibly valid options. You can really see it from watching the game. Both teams spent a long time talking strategy, and listening in on the Mortis side on Saturday night it really was because there were a lot of things to think about. I don't mean that in a bad way though - it wasn't a case of too many options slowing the game down, more that they were really trying to out-think the other side, and the game rewards you for thinking properly about the sequence you activate things in, the orders you give to your titans, and especially combining fire. On both nights you could see the teams working that last one out as time went by... at first it was lots of peacemeal fire, stripping shields and doing minor damage. But as it went on they realised that they had to focus. Then they started using smaller titans to strip shields, because big guns (like the warlord volcano cannon) were a bit useless against a shielded titan but totally devastating against an unshielded one.
I didn't get a chance to play, but I really came away wanting to. I can't wait for this, and I'm really hoping they do another demonstration at Warhammer Fest (they said they didn't know but maybe).