Scotty: that's true of the 40k tabletop. Gothic was a little more strict about that sort of thing. Actually, my rulebooks more or less said that if you played an Imperial Reserve Fleet list, you could use anything Chaos had in terms of non-Planetkiller capitals in an Imperial Navy fleet, so it worked both ways.Hey now, Tau really did have significant weakness. That being the fact that their ships were objectively the worst ships in the game, with poor firepower, weak shields, and average armor. I mean, the Custodian's shields were as strong as those of an IN cruiser, it had less hull than other faction battleships, and the firepower was really not up to battleship standards, even if you factor in the escorts. It was well matched by an IN Overlord, and it was easily the best ship they had.
There was some extremely, ridiculously powerful stuff in the game but it was usually more balanced than it looked. Tyranids could bring huge masses of ships to the table and pyroacid was terrifying, but were easy to lead around by the nose, had no lances, and had short range. IN could drown you in ordnance if you let them, but had short ranges and so-so speed. Chaos could also drown you in ordnance and had long range, but less firepower and a glass jaw. Orks were slow and had no lances, but hard to kill and deadly at close quarters. Eldar were swift as the wind and had great guns, but as durable as wet tissue paper. Necrons were fast, hard to kill, great weapons, but you'll never see more than three or four of them, average range, and if you get ONE ship hulked or killed outright you've probably lost the game even if you annihilate the enemy fleet. Tau were the only fleet without significant weakness, because they were also without significant strengths. Space Marines had great armor, murderous boarding actions, and bombardment cannon, but there were never very many of them and they didn't trade broadsides well.
I always thought the Nexus Jupiter Incident engine would've been good for a BFG game/mod.I would have loved to see the Black Sun Engine with some of its hardcoded limitations removed. Oh well...
There is a trailer.
The ships don't look nearly good enough.
It seems like they were modeled after the plastic tabletop models, which is a mistake since such models are simplified and lack fine detail and sense of scale.
The huge windows is a no-no.
The size doesn't feel right
(https://danieldefo.ru/storage/images/2013/01/23/full/40k_0211.jpg)
http://i.ytimg.com/vi/TiFdlOIo3zk/maxresdefault.jpg
Those Chaos ships look gorgeous. The Imperials look much better too.
They're also recognizable as classes. Firestorms and Emperor-class; Gothics and a Despoiler; Lunar; Devestations;
...a Secutor-class? Or an Ark Mechanicus? Imperial ship with a flat prow...
@1:27? It might have been an Imperial Cruiser with a smashed in prow, it looks like they are modelling extensive battle damage.
Nice to see that they don't restrict your choice of Chaos Marks like the Warhammer/40k games usually do...
And still waiting for Eldars ships..
Hoping for tau add on later....
I might be mistaken, but somehow the imperial ships using torps and chaos ships lances itches me...Yeah, that was weird to me too. Well, Imperial Navy torpedo spam and Nova Cannons is fine, but the defining feature of the Chaos fleet isn't lances, it's swarms of strikecraft and longer range gun batteries (they mentioned that last one). IN typically has access to more lances that Chaos does. They're just shorter range.
I hope ramming enemy ships needs a special command, otherwise I see my ships doing this all the time, by accident :D
Wish for Necrons or Tyranids instead, they're far more fun to play.
Story trailer? Story trailer.
<snip>
Plz note: Planet Killer. Activated Blackstone Fortresses.
But the story, exactly what do we expect from a game like this? Fighting the amazing battles of the 12th Black Crusade :nod:
But the story, exactly what do we expect from a game like this? Fighting the amazing battles of the 12th Black Crusade :nod:
Sadly that means it will be an "Imperium is da greatest"-storyline since they appear to focus on a one faction campaign. But then again, how to you display the Imperium of Man as what it is in the fluff at the scale of warship battles?
That's unsurprising given the Imperium is by far the most interesting faction in 40k.
That depends
I might be in the minority here but some of the best Warhammer 40k stories I read were not very friendly with the Imperium (e.g. "Lord of Night" had a superb subplot that showed that event the authority of the Inquisition doesn't help you if you are a psyker or a mutant, an angry mob will try to lynch all the same while Arbitres are content to watch)
This is not what I meant, if Abaddon takes Terra, he'll most certainly destroys the Astronomicon and it is this, what draws the Tyranids into our galaxy.
The 'nids deaden the Warp wherever their fleets are so I guess if they got big enough they'd null out the whole thing.
From a lore perspective, can the nids actually threaten chaos? Or could they just hide inside the warp forever?
I might be in the minority here but some of the best Warhammer 40k stories I read were not very friendly with the Imperium (e.g. "Lord of Night" had a superb subplot that showed that event the authority of the Inquisition doesn't help you if you are a psyker or a mutant, an angry mob will try to lynch all the same while Arbitres are content to watch)
Given that this is the franchise which invented the term 'grimdark' I don't think you're in the minority there; but the grimdark Imperium is far more characterful and fun than any of the grimdark other factions.
Well, the Nids started moving towards the galaxy during the HH.This is not what I meant, if Abaddon takes Terra, he'll most certainly destroys the Astronomicon and it is this, what draws the Tyranids into our galaxy.
Except the Tyranids are already here or en route. There is no reason for them to stop just because that little beacon goes out.
Well, the Nids started moving towards the galaxy during the HH.This is not what I meant, if Abaddon takes Terra, he'll most certainly destroys the Astronomicon and it is this, what draws the Tyranids into our galaxy.
Except the Tyranids are already here or en route. There is no reason for them to stop just because that little beacon goes out.
So, if the Astronomicon was snuffed out, they would loose their... fixpoint.
Playing the beta now. Actually seems pretty good (Although the cheese levels are through the roof regarding the voice acting)
Playing the beta now. Actually seems pretty good (Although the cheese levels are through the roof regarding the voice acting)They do seem rather "Yell. All. The. Things" but I guess that's 40k for ya (anything other than insane patriotism mindset in the Imperium tends to rapidly shorten your lifespan :lol:...). Confess I'm quite impressed with it so far; I like how they've worked all the different commands from the board game into the gameplay.
(Although the cheese levels are through the roof regarding the voice acting)Can't imagine a 40k game without it!
That said I'm also tempted to buy it now and deploy ALL THE POINTS worth of Cobras. That was...kind of broken on the tabletop.
The thing that really disappoints me, having actually played, is the weakness of lances. Normally if you smack somebody with a few lance hits and they're not shields-up, it hurts quite a lot. As it is, I'm using Dauntless Mk2s a lot since I know that I can smack somebody with a torp volley and actually hurt them at least as much as a macrobattery vollery. The lances...just don't.
Wait second Cruiser class or second ship period? :eek2: It might pair well with a Dominator or Tyrant but by itself sounds pretty masochistic.
So I started Chaos, been relying on Hellbringer Mk2s and then picked up a Carnage Class as my first CA. Leveled up with the Turbo Weaponry and Targeting matrix the Carnage is pretty slick, just loads of ranged DPM. I just picked up a second Carnage and I figure once its upgraded they can both orbit at distance sending sheets of battery fire down range. I will likely opt for a Slaughter for the third slot so I have something semi brawly.
Torpedoes:
- Now have armor piercing. (Reducing the enemy armor to 25%)
I persisted to keep them as in the board game despite all the negative comments regarding their effectiveness. But after testing them with this change i must admit they are more interesting, devastating and give more incentive to dodge them.
Nova Cannon:
- Minimal range increase from 5000 to 6000.
- Slightly increase the dispersion radius.
- Slightly decrease the epicenter. (Area that deal max damage)
I think this should decrease a bit the Nova Cannon spam without rendering it useless.
Chaos rework:
- Add more Chaos macro turrets variation in order to fit with the rulebook range stats.
- Add new heavy missile pods to the Chaos weaponry in order to fit with the rulebook firepower stats. (DPS: 3)
- Add a missile pod (range 6000) to the Slaughter/Devastation.
- Add a heavy missile pod (range 9000) to the Acheron.
- Add a super heavy missile pod (range 12000) to the Carnage/Styx.
- Add 2 heavy missile (range 12000) pod to the Desolator.
- Slaughter speed have been increase by 50.
- Light macro turret are now called Light missile pod.
- Missile pod rate of fire is now 6.
- Twin linked battery rate of fire is now 3.
- Iconoclast now have 6 missile pod instead of 9.
- Chaos heavy macro battery no longer have 12 attacks but 8.
- Chaos heavy lances battery no longer exist. All Chaos heavy lances occurrences are replaced by Chaos lances battery.
- Chaos heavy launch bay no longer exist. All Chaos heavy launch bay occurrences are replaced by Chaos launch bay.
- Add a prow launch bay to the Chaos weaponry that count as 2 launch bay.
- Add a prow launch bay to the despoiler.
- Replace the twin linked battery of the Devastation by a lance battery.
- Chaos macro battery rate of fire is now 5.
- Chaos heavy macro battery rate of fire is now 6.
- All point costs have been modified to fit with new stats values.
With those changes, Chaos will fit more to the stats of the TT. For most ship it's a up!
Most important thing is the addition of a new missile pods and the range variation on macro turrets that allow us to perfectly match the firepower and arc of fire of Chaos ships that you find in the BFG rulebook. Maybe some of you didn't noticed it but DPS of the weapons match the firepower of the TT. Only exception was some Chaos ships for various technical and complex reasons. this will be no longer the case in the next patch.
Retribution:
- Retribution speed have been increase by 50.
It'll be really bad with the Eldar, though. They actually have a good variety of light cruisers, but not a single battlecruiser-type vessel to their name, even in supplementary materials and Fantasy Flight Games stuff.
I'm a little disappointed by the bland repeat of the IN progression with Chaos. It required inventing some classes (at least the Hellbringer technically does exist), but battlecruisers are an IN thing, whereas Chaos is to either side of the clean cruiser-battlecruiser progression with heavy cruisers that are nominally more powerful than cruisers but not by much, and grand cruisers which are definitely more powerful than battlecruisers but still weaker than battleships.
I was under the impression IN BCs and Chaos Heavies are essentially upgunned versions of the standard cruiser hull? It looks like that is how they are made from the TT models. I can see the need for the CLs though, having to rank up early game with only escorts would be a major drag.
I haven't tried the Desolator but considering how well my IN CAs counter it I wasn't impressed, but this thing on the other hand is pretty snazzy:
...
Lots of attack craft bays backed by long range batteries and lances. The Despoiler augments the Chaos Cruiser swarm handily.
Could also be Dark Eldar. I figure any fleet that can be made by kitbashing existing models is probable at this time.
The 5th Fleet is probably being the Adeptus Mechanicus aka the Cult of the Machine God. Mechanicum had only 3 unique ships but access to the Imperiums entire arsenal with a few alternations and perks.
or simply the Space Marines that they've been advertising already be promoted to not-DLC status.
With the support of our publisher Focus, we've decided to develop another faction that we'll unveil soon. This new faction, available in a few months, will also be offered for free to all Early Adopters
[...]
Battlefleet Gothic: Armada’s Early Adopters Edition [...] the Space Marines fleet + one additional fleet (more info coming soon)
Could also be Necrons.
Hope it's not, that'd be a mess.
Orks: don't close. Use Taunt or Stasis Bombs if you've got them for crowd control and to keep some range. They turn badly; IN and Chaos can use high energy turn for breakaways.
As I have never played that game, how will the Astartes fleet work?
They have Battle Barges as battleships, will they be tanks, absorbing damage while closing in to board the enemy ship?
I've also been trying out the Orks. Dey seem fun ta play because dez cheap as chips, lotsa health, lotsa boarding actions, kustomizations on da ships and everting can mounts da nova kannon. They also seem pretty tedious to play against for the same reasons.
As I have never played that game, how will the Astartes fleet work?
They have Battle Barges as battleships, will they be tanks, absorbing damage while closing in to board the enemy ship?
ORKS:
- A mistake during Orks weapons integration makes that costs for battery on Orks ships are only taken into account for 1 side. Of course the servant in charge of this task as been executed. As you may guess, fix this will lead to a notable point increase for Orks line ships. (Especially for career).
- Heavy/Mega Kanons will get the inaccurate attribute to reflect the fact that in the TT, Kanons ignore the bonus left column shift for firing at 15 cm. So it will get the following accuracy:
. 100% chance of hit at 0 range.
. 50% chance to hit at 3000 range instead of 75%.
. 0% Chance to hit at 6000 range instead of 50%.
Also, I tried to stay faithful to the ability they get in the TT, (Kanons deals double damages when they manage to pass the armor test) obviously, it didn't work and is utterly OP. I then choose to replace this ability by doubling the critical hit chances of the kanons. All kanons damages are then half but crits remains the same.
- Shock attack Kanon will no longer steal Data. (My bad, A commissar will execute me later for not seeing this earlier).
TAUNT:
- I know that everybody love it the way it is right now but I decided to change it anyway:
. Taunt range is now 7500 instead of 10000.
. Taunt force the enemy to attack the caster just as if it was an attack order given by the player. The ship follow the setted behavior and don't automatically get closer anymore.
. Taunt no longer silence the ship. All skills are accessible while taunted.
. Taunt ship disable the maneuver panel and the behavior panel. Also you can't give an order to a taunt ship.
Well, that's all for now. More will come soon.
Thanks for your attention. Dismiss!
Ravensburg
Leave my lance boats at home?
As a longtime reader of 40k books and having played tabletop, I'm pretty firm with the backround, so I know about the Astartes fleet, chapterserfs and so on^^
I was just wondering given they will likely get Battle Barges as BBs and strike cruisers, complemented by Gladuis, Hunters and Nova frigates... their rooster seems to be a little small :D
But Gloriana class BBs would be way too overpowered.
In fact, the TT actually has a Gloriana battleship as a usable ship: the Vengeful Spirit (albeit it is a chaos vessel)
In fact, the TT actually has a Gloriana battleship as a usable ship: the Vengeful Spirit (albeit it is a chaos vessel)
Don't recall that ever being explicitly statted for Gothic. (In fact, I'm pretty sure the concept of the Gloriana as a class is younger than the last real updates to Gothic.)
The closest thing to a Gloriana that has been statted is likely Terminus Est. And even that's a poor approximation, as the Gloriana-class appears to be a significantly more "modern" Imperial-type design compared to the older ships usually found in the Chaos fleet.
Leave my lance boats at home?
Eldar have only a 6k range on most of their weapons, so you might hang on to stuff that is going to shoot them on the way in and the way out
(and please don't start another bellaching "The sun is setting on the Eldar empire"-discussion here ... I have done that so often and without playable Eldar Corsairs its really jumping-to-conclusions-squared-times-stupid-squared)
It was in the BFG [Rulebook] 2010 Compendium on page 111, it's worth 410 points (the conqueror is also there on page 113), there is however, no unique model for it, just a generic Despoiler model.
that's is probably true I supposeIt was in the BFG [Rulebook] 2010 Compendium on page 111, it's worth 410 points (the conqueror is also there on page 113), there is however, no unique model for it, just a generic Despoiler model.
It also, like I suspected, doesn't refer to the ship as a Gloriana because the concept of the Gloriana didn't exist at the time, and the list of known Glorianas conspicuously doesn't match up to that of Chaos battle barges in several instances.
The two share a name but not a concept. They're probably not to be considered the same.
I don(and please don't start another bellaching "The sun is setting on the Eldar empire"-discussion here ... I have done that so often and without playable Eldar Corsairs its really jumping-to-conclusions-squared-times-stupid-squared)
I don't know what this is so I probably won't. Really the main obstacle I see is handling a fleet dedicated to prow weaponry with the current "stop and pew pew" behavior for ships set to frontal arc fire.
The "what's you favourite faction poll" spiked last night and Tau gained a considerable number of votes. And that after the Dev Account in the Forums issued a statement that the results of the poll were not binding. The moderators over there are now scrambling to figure out how legit those votes are.
The internet is a wonderful place.
The "what's you favourite faction poll" spiked last night and Tau gained a considerable number of votes. And that after the Dev Account in the Forums issued a statement that the results of the poll were not binding. The moderators over there are now scrambling to figure out how legit those votes are.
The internet is a wonderful place.
Oh dear. Aren't the Tau on practically the opposite end of the galaxy to the Gothic Sector? :lol: Confess I'm a shameless fanboy for them but would be immensely surprised if they ever got put in officially.
Yes, I am. I am microing their movement as much as possible; luckily, Eldar have enough speed to actually disengage from a fight if necessary. They do not get the Imperial boost or fast turn or the Ork long boost, instead they have a short sharp speed burst on a very short cooldown.
Right now I'm loosing planets faster than I can reconquer them.
Data theft works, if you're not up against Eldar, planetary bombardment as attacker is rather easy too, but as a defender...
Well I guess loosing more planets than you are able to defend is a way to reflect the hopeless situation of the empire.
Personally I hope they add Grand Cruisers and the other ships from the supplements at some point.
Tau confirmed as second DLC faction. (http://forum.battlefleetgothic-armada.com/viewtopic.php?f=1&t=2967)
Also Tyranids probably coming later.
Personally I hope they add Grand Cruisers and the other ships from the supplements at some point.
Tau confirmed as second DLC faction. (http://forum.battlefleetgothic-armada.com/viewtopic.php?f=1&t=2967)
Also Tyranids probably coming later.
Personally I hope they add Grand Cruisers and the other ships from the supplements at some point.
Good to see they beat their revenue expectations
Tau confirmed as second DLC faction. (http://forum.battlefleetgothic-armada.com/viewtopic.php?f=1&t=2967)Oooh missed this. Pardon me while I squee like a small child for the rest of the day (yes i'm a fanboy of them, sorry). Also suggests they might be going for every race eventually as they are last race I expected to ever be in it (assumed it would be Necrons given the Blackstones, or maybe Dark Eldar).
Now if only the game didn't take five minutes to load.I was getting that too actually (Long time on the first splash image, then a long time on that pre-menu loading screen image), but I updated today and it improved the load time massively. I assume they did a big update alongside the Tau release.
(Frankly ... they will probably deviate from Tabletop Balancing in this instance, ... they kinda have to ... right? right?)