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Off-Topic Discussion => Gaming Discussion => Topic started by: NGTM-1R on February 12, 2015, 12:33:30 pm

Title: Battlefleet Gothic: The RTS
Post by: NGTM-1R on February 12, 2015, 12:33:30 pm
So as most of you probably don't know, Games Workshop has finally purged Battlefleet Gothic from their website, ending the career of one of the better games they ever put out.

However, Battlefleet Gothic ain't dead. (http://www.gamewatcher.com/news/2015-16-01-space-rts-battlefleet-gothic-armada-takes-the-40k-franchise-to-the-stars) Apparently Tindalos Interactive (who you may or may not recognize from their previous space RTS title Stellar Impact; I didn't) has a Battlefleet Gothic game in production, with Imperial Navy, Chaos, Eldar, and Orks said to be playable. There are screenshots at the link, so this appears to be for-real.
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on February 12, 2015, 12:53:31 pm
Excellent. Certainly looks the biz in those screens. Did buy Gothic when it came out and was sad to see it go, so am chuffed to see someone's still working with it. Shall definitely keep an eye on this; thanks for sharing! :yes:
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on February 12, 2015, 02:31:14 pm
Battlefleet Gothic is, IMO, the finest ruleset GW ever made, and I'm sad it never got attention, because it played really, really well, and 40k spaceships look cool as hell.

I've been wanting a BFG space RTS for ages, so I'm definitely paying attention to this.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on February 12, 2015, 02:36:49 pm
What is not to like about Space Ironclad/Cathedrals? Nothing that's what.

I'm a little sad I missed the boat on BFG, it was in the queue and I had done a test mini but I never got around to picking up a task force.
Title: Re: Battlefleet Gothic: The RTS
Post by: Scotty on February 12, 2015, 02:44:04 pm
This might just be an incorrect second-hand from a friend who never played, but I was always under the impression that BFG was hilariously unbalanced in terms of factions, because IG was really good and Chaos could use anything IG had in addition to everything Chaos had as long as they put spikes on it.
Title: Re: Battlefleet Gothic: The RTS
Post by: Dragon on February 12, 2015, 03:25:38 pm
I'm looking forward to this. I just hope that the playable races listed aren't the only ones. :) Would love to see Tyranids, Tau, maybe Dark Eldar pirates. Or Necrons. Not necessarily in the release, but maybe as a (not multiplayer-only!) DLC. Hope they do it right, too. Battlefleet Gothic certainly looks interesting, but I've never seen it made into a computer game.
Title: Re: Battlefleet Gothic: The RTS
Post by: swashmebuckle on February 12, 2015, 03:39:48 pm
My brother and I got BFG but never really got into it, probably because while the designs were cool, painting and playing models without faces just didn't really do it for us. Could be pretty neat as a video game!

I still want a Necromunda squad based FPS though.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on February 12, 2015, 03:58:03 pm
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.

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on February 12, 2015, 04:11:53 pm
RPS article with gameplay details. (http://www.rockpapershotgun.com/2015/01/21/first-look-battlefleet-gothic-armada/) Mentions the possibility of Exterminatus, captains developing personalities over the course of the game (that can get them executed, because 40k), your ships will operate on their own to some degree during battles save for the Admiral's and you can set their behaviors beforehand or during the action.

The specific example given was if you want a ship to survive, you can set it to leave combat at a relatively low damage threshold; but a brave captain might disobey. You can let him, or force compliance...which causes discontent to build up in your fleet and makes disobeying more likely, but on the other hand forcing it gives a captain a "blame" point and at three they're executed, losing the captain and their skills but resetting the discontent issue too.
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on February 12, 2015, 05:57:25 pm
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.

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.
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. 

Tau players were masochists.
Title: Re: Battlefleet Gothic: The RTS
Post by: SpardaSon21 on February 12, 2015, 07:10:04 pm
Yes, but the Tau had hands-down some of the best ordnance in the game with Mantas, Barracudas, and drone missiles.  Now, if you closed in with the Tau they were utterly dead, but there's no way you're winning an ordnance fight with them.  And IIRC their new ships in the Taros Campaign book were actually pretty damn good.
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on February 12, 2015, 07:47:09 pm
No they weren't.  The Custodian is a Taros campaign ship and, speaking from experience, it and both its carried escorts have serious issues killing an Overlord-class battlecruiser.  Of course, the Overlord is one of the best ships in the entire IN arsenal, with powerful 60cm range batteries and lances, but it's still a battlecruiser, whereas the Custodian's a battleship.  Which means you probably won't see more than one or two Custodians on the table unless it's a really high-point game, but I always made it a point to have a couple Overlords on the table, either escorting a Retribution or acting on their own.  The Overlord is really great.

And the Protector is genuinely a piece of ****, despite being the best Tau cruiser.  It's basically a Dictator with half the hangars, and with 2 lances replacing half the gun batteries.  It's worse than the Dictator at being a carrier and worse than the Lunar or Tyrant at being a line cruiser.

The only advantage the Tau have is their torpedoes.  And torpedoes in BFG are really ****ing good.  But that's why people have strikecraft.  Chaos can throw enough strikecraft around that there's not a chance Tau can compete in the ordnance area (because no-one can compete with Chaos in the ordnance area), and IN can still throw out so many torpedoes of their own that the Tau either need to use their fighters to shoot them down (which means they're not protecting their own torpedoes) or accept that their maneuvering options are going to be severely limited by incoming torpedo swarms. 

This is only compounded by the fact that Tau ships are average in speed and maneuverability, and their weapons are all focused towards the front, so running away and kiting isn't actually an option.  And this is their upgraded fleet from the Taros Campaign book.  Their standard fleet is even worse.

The Tau are objectively terrible.  They're outdone in every category by IN and Chaos.


**** I need to find someone to play this game with again.  It'd be nice if there were a MegaMek equivalent of it.
Title: Re: Battlefleet Gothic: The RTS
Post by: Phantom Hoover on February 12, 2015, 07:48:40 pm
i won't lie, the battlefleet gothic designs would be better if it wasn't the same damn template on every imperium ship
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on May 08, 2015, 09:01:44 am
There is a trailer.

Title: Re: Battlefleet Gothic: The RTS
Post by: Colonol Dekker on May 08, 2015, 02:27:40 pm
I always thought the Nexus Jupiter Incident engine would've been good for a BFG game/mod.
Title: Re: Battlefleet Gothic: The RTS
Post by: AdmiralRalwood on May 08, 2015, 03:20:15 pm
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...
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on May 09, 2015, 11:20:33 pm
There is a trailer.


That trailer looks fantastic (although it looks pre-rendered :nervous:)
Title: Re: Battlefleet Gothic: The RTS
Post by: TrashMan on May 10, 2015, 04:52:56 am
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

Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on May 10, 2015, 06:56:24 pm
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



Perhaps you should model for them  ;)
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on September 10, 2015, 01:13:51 pm
Bump, new gameplay trailer out


I just keep getting more and more impressed  :D
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on September 11, 2015, 04:46:55 am
Waaaant.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on September 11, 2015, 05:14:05 am
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...
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on September 11, 2015, 07:56:52 am
Uh, there was even a Ramilles star fortress :D
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on September 11, 2015, 08:16:21 am
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.

Anyway it is looking pretty good so far!
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on September 11, 2015, 10:47:05 am
@1:27? It might have been an Imperial Cruiser with a smashed in prow, it looks like they are modelling extensive battle damage.

Perhaps, but it looks very regular too. An Ark Mechanicus would have a dorsal fin in addition to a ventral one though.

Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on September 11, 2015, 11:01:37 am
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..
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on September 11, 2015, 02:34:44 pm
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..

And ork ships, hopefully they'll be another trailer showing off the eldar and orks
Title: Re: Battlefleet Gothic: The RTS
Post by: Colonol Dekker on September 16, 2015, 03:11:35 pm
Hoping for tau add on later....
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on September 16, 2015, 03:17:23 pm
Tau suck.  Seriously, they have the worst ships of all the factions both in the rules and in the fiction.  Even their warp drives are pathetically slow, on account of them having no Navigators.  Or FTL communications.

We'd probably get Space Marines, Necrons, and Tyranids long before Tau.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on September 16, 2015, 05:35:37 pm
I might be mistaken, but somehow the imperial ships using torps and chaos ships lances itches me...
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on September 16, 2015, 06:11:18 pm
Hoping for tau add on later....

Wish for Necrons or Tyranids instead, they're far more fun to play.
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on September 16, 2015, 06:18:23 pm
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.

Of course, that's TT stuff, but the TT game had very, very good IN-Chaos balance.  I'm hoping it's just a simplification for the purposes of a short gameplay video.

And I agree with NGTM-1R.  They really made the Chaos ships look good.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on January 02, 2016, 01:49:10 pm
Space Ironclad Cathedrals Roll Out:

Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on January 02, 2016, 08:33:36 pm
Confirm Eldar. That's a Shadow-class.

The ships look amazing.
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on January 02, 2016, 09:41:19 pm
This game just looks better and better.
Title: Re: Battlefleet Gothic: The RTS
Post by: Spoon on January 02, 2016, 10:23:19 pm
This game has my attention now.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 03, 2016, 08:19:32 am
I hope ramming enemy ships needs a special command, otherwise I see my ships doing this all the time, by accident :D
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 03, 2016, 09:01:26 am
I hope ramming enemy ships needs a special command, otherwise I see my ships doing this all the time, by accident :D

It does not, or at least that is what the current alpha gameplay trailers shows some kind of generic maneuver tool in the bottom right of the UI at 0:35 and onwards (https://youtu.be/gWteWul9cBE?t=41s)

First footage of an Eldar ship now but still no word on how their TT gameplay translates into the game (Eldar don't have shields per se but measures to cause enemy shots to miss; Eldar propulsion works a bit different than other factions etc etc)

Wish for Necrons or Tyranids instead, they're far more fun to play.

Second the motion for Tyrandis ... SPACE KRAKENS!
Title: Re: Battlefleet Gothic: The RTS
Post by: That Man on January 03, 2016, 09:20:50 am
The problem I see with the Necrons is that their ships are, ton for ton, much more powerful than the ships of other factions, at least in the lore.

Tyranids would probably be pretty cool, but this game takes place during the 12th Black Crusade, long before either Tyranids or Necrons are encountered. Which is lame, but not having those two species to wrangle with probably cuts down on a) feature creep and therefore b) development time.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on January 27, 2016, 06:21:55 pm
Story trailer? Story trailer.


Plz note: Planet Killer. Activated Blackstone Fortresses.
Title: Re: Battlefleet Gothic: The RTS
Post by: That Man on January 27, 2016, 11:42:51 pm
Story trailer? Story trailer.

<snip>

Plz note: Planet Killer. Activated Blackstone Fortresses.

 :jaw:

This game had my curiosity. Now it has my attention.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 28, 2016, 08:28:49 am
Truth be told?
The trailer is neat, I can't wait to blast the Planetkiller apart and so forth.
But the story, exactly what do we expect from a game like this? Fighting the amazing battles of the 12th Black Crusade :nod:
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 28, 2016, 03:22:28 pm
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?
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 29, 2016, 06:55:39 am
If they're willing, they could create a campaign which uses a corruption system so you could switch sides at some point.
Title: Re: Battlefleet Gothic: The RTS
Post by: Phantom Hoover on January 29, 2016, 07:00:19 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: Galemp on January 29, 2016, 09:43:55 am
Never played any GW games, but I've seen the ships at my Friendly Local Game Store and been horrified at the thought of modeling any of these. Glad to see someone was up to the task!
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 29, 2016, 10:12:46 am
That's unsurprising given the Imperium is by far the most interesting faction in 40k.

That depends ... considering a) most of the fluff is written with the intention to make your root for the Imperium of Man while often glossing over its more horrific aspects -all which are tolerated "because there worse out there" (most recently the Black Libary Trilogy "Priests/Lords/Gods of Mars" made a valient effort, and failed IMO to resolve that dualism) and b) there is barely any fluff written in which the other factions are protagonists (it turned a bit for my favorites the Eldar, who got a Craftworlder Trilogy - only the 3rd, Outcast/Corsair one is any good - and a Dark Eldar Trilogy - which is good)

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)

EDIT: but besides that, what I really wonder is if they can manage to pull off the Paradox that is Abaddon the Despoiler - which might not be possible in an Imperium-centred campaign; for those not in the know: Abdaddon the Despoiler is the Warmaster of Chaos who has failed his way to victory for the 10.000 years in universe - his Black Crusades are all eventually defeated (except for the 13th one which is per decree from GW the next big thing to happen in-universe) but somehow he always come out of them with more followers and a little more of Imperium of Man corrupted in the long run
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on January 29, 2016, 10:36:48 am
That depends

You've missed a key point. The Imperium is the most interesting precisely because it is the most-fluffed faction. The contradictions in Imperial culture and behavior and the sheer insanity of much of what goes on in any particular location or group give it an authenticity as a truly galactic civilization where no properly monolithic culture could ever work and where countless enclaves believe in things that no one else could ever take seriously; witness our own planet's variety. We know enough about the Imperium to find it interesting.

The Eldar, with their inbuilt strict monocultures (Craftworld and Dark both; yes, the Dark Eldar are in fact a strict monoculture, there's no cultural variation to them), are less interesting and less distinct inherently, and their lack of fluff doesn't help. The Tyranids are custom-built to be terrifying antagonists but could never make a good viewpoint; so were the Oldcrons. The Newcrons are trying to branch out but to date it's less convincing (probably the best of the Newcron fluff has been written by Fantasy Flight, no GW). The Tau could make an interesting faction, in time, given focus, but aside from an abortive period around Fire Warrior it hasn't come. Chaos is in an awkward place with only a few of its own factions actually able to pull off a believable portrayal of what it is, and some of the better "Chaos" portrayals like the Night Lords books are flat not actually that Chaos-y. (The HH books are doing better on this. Sometimes.) The attempted rehabilitation of Abaddon in the last few years as not the perpetual failure the fandom sees him as indicates the deeper problems, though.
Title: Re: Battlefleet Gothic: The RTS
Post by: Phantom Hoover on January 29, 2016, 10:42:03 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 29, 2016, 02:13:32 pm
Abaddons Black Crusades all failed eventualy but the 13th gave him a foothold on Cadia, while the Imperium retained it's naval supremacy.
Since Age of Sigmar happened, the rumormill is churning about the end times happening in 40k and Abaddon finishing what Horus started... at least that would drive the Tyranids away :D
Title: Re: Battlefleet Gothic: The RTS
Post by: Spoon on January 29, 2016, 02:37:03 pm
From a lore perspective, can the nids actually threaten chaos? Or could they just hide inside the warp forever?
Title: Re: Battlefleet Gothic: The RTS
Post by: Phantom Hoover on January 29, 2016, 02:41:09 pm
The 'nids deaden the Warp wherever their fleets are so I guess if they got big enough they'd null out the whole thing.
Title: Re: Battlefleet Gothic: The RTS
Post by: Spoon on January 29, 2016, 03:16:17 pm
Oh snap
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 30, 2016, 07:32:31 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on January 30, 2016, 08:40:53 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 30, 2016, 03:13:29 pm
The 'nids deaden the Warp wherever their fleets are so I guess if they got big enough they'd null out the whole thing.

The nids don't cancel out the warp, what is called the "Shadow in the Warp" and accompanies the approach of the Tyranids is the presence of the Hive Mind in the Warp - each psyker that tries to tap into the warp while in the reach of the Tyranid synapse has to push past this presence and defend against its attacks, which is why the psykers on worlds under attack die or go mad

The old Necron fluff was about calming and blocking out the Warp ... but that is no longer the chase since Necrons are now more then just the mindless armies of the C'Tan (and the C'Tan are funcionally dead)

From a lore perspective, can the nids actually threaten chaos? Or could they just hide inside the warp forever?

The power of the Chaos gods is derived from the existing mortal souls - since they can tap into all the expanse of humanity, they are as powerful as they are in 41st millenium ... killing off every mortal in the physical realm would greatly deminish their strength, if not threaten their existance

The problem if the followers of Chaos were hide in the warp the mortals would be drawn into the conflicts in the Realm of Chaos, which for one only has physical attributes when it has accomodate mortals - otherwise it is just "waves" of physic energy - and secondly would lead to them all dying in a conflict since in the Daemons are not as fragile as they are in the material universe . On top of that mortals would be exposed to the effects of the warp which lead them to be possessed, mutated and/or preyed upon my daemons for power which all in the end would find kill them... Chaos is not exactly a safe life choice unless you actually make it too daemonhood (become partial to one of Big Four, functional immortallity and health benefits included, until they are sick of you and reabsorb you)

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.

Because there is more there and what is there about xenos is usually functionally only to provide antagonists which show us the attributes of the Imperials...

The intersting part about e.g. the Eldar is hidden in the margins only by the want of space - the Craftworlds are not a single monoculture, thought the Path is a dominant neccesity (Eldar who are not on the Path cannot live on the Craftwolds because they could not comprehend the way the CW Eldar organize), and are different from each other:e.g. Biel-Tan is not ruled by the Farseers like the rest but the Court of Young King (the most powerful exarchs) shares equal power, Saim-Han is less a unified society but a bunch of clans who happen to have taken the same boat out of the old Eldar Empire, Iybraesil is a matriarchy as opposed to the -implied- gender neutral societies, Iyanden's Spiritseers are no longer able to put the dead eldar of their Craftworld (given new bodies as Wraithguard) to fully rest which leads to them "living" with their living kin etc. etc.. Even their goal are different by degree: e.g. Biel-Tan and Iyanden want to reclaim space for a new eldar empire, Lugganath would rather see the Eldar flee the material universe and hide in the webway (like the Harlequins, as well as most of the Corsairs and Dark Eldar)...

I could go on but since I don't have reprint of the Doom of Mymera, which revises the Corsair-fluff, I rather not
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 30, 2016, 07:59:52 pm
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.
So, if the Astronomicon was snuffed out, they would loose their... fixpoint.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 31, 2016, 09:38:32 am
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.
So, if the Astronomicon was snuffed out, they would loose their... fixpoint.

Tyranid advance elements have been in the Galaxy for some time ... at least M35, which is when the first genestealers have been reported in Imperial space (and Genestealer colonies act as psycic beacons to Tyranid fleets) - so they might have other beacons not just the Astronomicon to guide them into the Galaxy - but by the end of M41 the point is mute anyway since the first three Hive Fleets have already arrived
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 31, 2016, 05:22:17 pm
So the Genestealers took 4000 years to arrive in the galaxy... damn, they're slow.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on February 12, 2016, 05:42:24 am
A new Chaos Trailer:

Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on February 15, 2016, 02:09:05 pm
Hmm, I'm actually considering preorderiing this, which is rare since I have never preordered anything yet
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 10, 2016, 05:51:07 am
Multiplayer Beta for pre-orders is starting today ... so watch for gameplay footage
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 10, 2016, 02:39:54 pm
Playing the beta now. Actually seems pretty good (Although the cheese levels are through the roof regarding the voice acting)
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 10, 2016, 03:11:07 pm
Playing the beta now. Actually seems pretty good (Although the cheese levels are through the roof regarding the voice acting)

What factions are currently in the beta? Just Imps and Chaos?
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 10, 2016, 03:29:11 pm
Imps, Chaos and Orks, as far as I can tell. However, only Imps and Chaos are actually playable.
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on March 10, 2016, 03:34:22 pm
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.

(plus there's bloom effects so instantly smitten :o)
Title: Re: Battlefleet Gothic: The RTS
Post by: Spoon on March 10, 2016, 03:48:13 pm
(Although the cheese levels are through the roof regarding the voice acting)
Can't imagine a 40k game without it!
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 10, 2016, 06:29:33 pm
SPHESS MAHREENS! YOU HAVE KAPTEN DAYOMADEDES! IT IS DA BAHHHHENNNBLAAAADEEEE!

Actually now that I think about, Mark Strong's Titus was pretty subdued compared to the usual. But no less awesome.

Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 11, 2016, 05:56:08 am

new trailer, with more gameplay (still very little on the Eldar)
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on March 11, 2016, 02:08:41 pm
Yeah, I'm thinking they should actually delay it for another month or so
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 14, 2016, 02:22:08 pm
So mostly been playing PVE and up to Rank 6 8 Imperial Navy.  That's access to 1 BB, 2 BC, 3 CAs, 4 CL plus Escorts.  Matches are typically around 400~700 points.  600 is a pretty good spot for a BC level game I like to rock a Mars, 2 Cruisers (typically a Dominator and Tyrant), 1 Dauntless and 3 Swords.

So first off, its a very, very pretty game, the Devs really nailed the aesthetics of the ships perfectly, the map backgrounds are zany and interesting if a bit busy.  Sound is overall pretty good but I wish the kinetic weapons could be a bit more punchy(I mean they are lobbing shells the size of a Fenris), music is the standard 40K fair and voice acting is OTT all the time with some awkward dialog. 

Gameplay is very micro intensive, you need to be hands on to keep ships maneuvering and engaging to best effect.  Coupled with all the special abilities each ship has it can be easy to let things slip and I don't trust the ship AI to make the best choices.  That said I probably need to get better at using the Tactical Cogitator ability that dilates the time for issuing commands.  Its definitely not a macro style blob your assets together, assign a formation and attack move RTS.  I'm not sure how large your deployable fleet will get but I can see it getting a little unwieldy.  In a way its too bad it wasn't turn based.

The upgrade/customization options on your ships seem pretty interesting, its fun to tweak and improve the capabilities, though I wonder if it might skew multiplayer matches since stock ships will be at a disadvantage.  Still it adds little RPG elements that add character to your ships and should be especially fun in the Campaign.

Of the ships I have access to so far the BC,CA and CLs are all pretty fun but I feel Escorts got the short end of the stick.  They probably should compose a good portion of your fleet but instead I have a few points left so I take a Sword or Firestorm that mostly gets ignored during the match.  I think they probably should bought as squadrons instead of single ships.  That would up their capabilities and make the micro worth it.  That and torpedoes seem pretty crap which is a shame since its an Imperial Specialty.  Nova Cannon is superior but I can see stacking your deck with them maybe a little OP.

I'm currently running:

Battleship:
Emperor Class Bastion
-Lots of Assualt Boats, very tanky and surprisingly potent Macro batteries.  If you let it support for most of the match it can then be very decisive in close action during the endgame.

Battlecruisers:
Mars Class Temeraire 
-Nova cannon and Assault Boats all damn day.
Overlord Class Argonaute 
-Sorta a beefed up Lunar.  It's fun if you have the spare points but I think the Mars offers more flexibility.

Cruisers:
Dominator Class Brutal Cannon 
-Probably the best overall Imp cruiser in game with a mix of Nova Cannon and powerful batteries.
Tyrant Class Achates 
-Lots and lots of Macro batteries fairly tanky.
Gothic Class Conquérant 
-Paired with a kinetic cruiser to knock down void shields this thing can lay down some hurt.  Lances also pin down escorts.

Light Cruisers:
Dauntless Class Phalarope
-Nice all rounder.  Good prow Lance and dependable batteries.  Can be configured as a scout/pursuit to keep Chaos from kiting.
Dauntless Class Turbulent
Dauntless Class Zornhau 
Dauntless Mk2 Undine
-Similar to the regular Dauntless only with meh torps instead of a Lance.

Escorts:
Cobra Class
-Fast and fragile torp boat, too bad torps are meh.  If you assigned the IN Favor to a bunch of ships you could theoretically spam a bunch of them but its way too micro intensive for my taste.
Sword Class
-Macro battery gunboat.  Fully upgraded I think they are a effective autonomous skirmisher.  In packs of 3-4 can they can chase and focus down other escort and CLs plus force multiplier on heavier ship engagements.
Firestorm Class
-Sword with a prow Lance.  I've upped to Lance range and have them back line snipe, it seems to keep them out of trouble.

Anyway that's my impressions so far.  Not perfect but its got potential. 

After some more play tonight I'm starting to get the hang of juggling all the micro and it is pretty fun.  Now that I'm topping off my Imps I'll probably try the Spiky lot next.

Did I mention its pretty:
(http://images.akamai.steamusercontent.com/ugc/498018354096331484/D2764591592123F17B24263C762CEECA7D9C394C/)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 15, 2016, 04:38:17 am
Lunars are traditionally not solo boats; there was a saying that a single Lunar would lose to most other cruisers, but a pair of them was stronger than almost any other cruiser pair.

Your assessment of escorts is...accurate to how they played, unfortunately. Towards the end of Gothic's lifespan there were efforts to make escort groups more viable, particularly as an alternative to the fact most people chose to screen heavies with attack craft instead.

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 15, 2016, 07:24:10 am
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.

This is a bad idea. You need something to drop shields first, which...is not like the tabletop, but.

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 15, 2016, 07:44:05 am
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.

Yeah, this is my main issue with the weapon balance right now. Sending a cruiser into battle, broadsides thundering, should be something of a game changer; Instead, it's devolving into long slugging matches revolving around bringing the other side's shields down in time for the Cruiser's guns to reset.

There are also other parts I strongly dislike: The level grind to unlock higher-point battles (and ship classes) takes way too long, and basic functionality expected from an RTS like unit grouping is either not implemented or hidden behind obscure keyboard shortcuts. That there's also no facility in the game to set up formations (despite this being shown in preview videos) is also a bit baffling.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 15, 2016, 08:19:15 am
Well I'm not very well versed on the TT, GW axed the program before I could dig into it unfortunately.  Which is too bad since I really like the aesthetics and the ruleset was supposed to be pretty solid.

I think one of the problems with Lunars is, like most mixed bag weapon ships, they don't have a straight forward upgrade path.  With Tyrants and Dominators you obviously max out their Macro batteries.  With the Lunar you either will ignore half your firepower or dilute both.  Not that its a bad ship but mine seems to get wrecked nearly every time I take it out.  Though I have seen some arguments for investing in hull and void shields and turning it into a tank.

The torpedoes suffer from being hard to line up shots, are easily dodged, Grimdark CIWS (I assume ratings sent EVA with a air hose and a lasgun) can be surprisingly effective and when they do hit then the damage is not consistent.  Right now the most reliable way I get hits is to micro jump a CA up to the target just outside arming distance and derp him in the face, but still the damage is not consistent. 

As for the Cobra shotgun I imagine if you really went full ham with the IN favor on your line ships you could probably spam a bunch of them, but dat micro though...

I think the upgraded Sword is probably the best escort choice.  I just pack of three or four of them up and let them zip around ankle biting things to death.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 16, 2016, 09:30:41 am
So because I'm a masochist, I got a Gothic-class as my second ship.

Massed lance batteries are not massed macrobatteries. Their damage per shot and rate of fire are lower. But they can do good work. Despite trying to abandon the field earlier in the battle forcing me to shoot a captain when one of the Sword Murderblob was lost, Gothic-class Guardian of Bladen redeemed itself with its three working lance batteries, being the centerpiece of the Sword Murderblob's rally and slaying a trio of Dauntlesses.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 16, 2016, 11:43:52 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 16, 2016, 11:56:00 am
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.

Second cruiser-class. Mind, it's usually my second ship period at 500pts, so.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 17, 2016, 03:10:51 pm
I do love my Imperials.  Had a fun match where Temeraire, Argonaute, Achates escorted by a Sword class FGRon got stacked up against a Retribution class battleship with strong cruiser support.  Was tough going but I managed to pull out a win, though all three of my cruisers where laid up next turn for repairs.  Still it was great when that BB finally succumbed. 

Lysander, Bastion, Brutal Cannon and Sword class FGRon deploy:
(http://images.akamai.steamusercontent.com/ugc/477752250522760721/7786D6A9F862AF04261461908814F5E8A23D8E73/)

Hope they add some two player Co-Op at some point and get some really big battles.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 18, 2016, 07:46:13 am
Further experimentation with my Gothic-class has demonstrated that, despite earlier reports to the contrary, lances do not in fact suck. Their reduced power from the tabletop has been compensated by their increased accuracy (lances never miss), and in effect they fill the same niche of the reliable support weapon, dealing reliable damage to the toughest of targets where a macrocannon salvo contains an element of randomness for how hard it hits. With the anti-shield upgrade they are almost as effective as macrocannons against shields as well.

The lone lance on a Dauntless is, in fact, a waste compared to four torpedo tubes, because the shield-piercing lay-it-right damage of the torpedoes is far higher. However the lances on a cruiser or a battlecruiser are much more worthwhile, particularly if like a Gothic you can focus your upgrades without much worry. Even without that though, the lances on an Overlord or Lunar are still quite useful.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 18, 2016, 12:27:40 pm
I dunno, I just find torpedoes to be wholly unreliable for the amount of micro required.  Even when I shock jump a CA on an unshielded target and derp them with a full volley the damage is just wildly inconsistent.  Really they should make the damage worth the effort or increase the ease of use, its probably contributing to the Nova cheese builds complained about on the forums.  Its too bad because I would like to try spamming Cobras but right now the Swords are entirely more versatile.  Since I use my CL to ride herd on the escort flotilla and the Dauntess with lance is more useful in the skirmish/pursuit role.

I do wish they allowed a fourth CA slot though, I would like to try out the Gothic or run two Lunars but I'm not going to cough up an upgraded Dominator or Tyrant
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 18, 2016, 08:55:52 pm
My experience is that the torpedoes, which have effectively infinite range, are slightly more valuable because you can fire them all the way across the map a couple times during the closing stage and either deal some damage or disrupt some formations with them.

I was a little surprised to notice that, but they do basically just keep running until you run out of map and effectively outrange even Nova Cannon, which you can also usually manage to get off a couple rounds of before contact to mess with people. You can usually afford the micro to throw some overlapping torpedo spreads during the initial closing stages too. Afterwards, they serve as a means to deal opportunity damage, or to throw shade that keeps people on their toes as the fight breaks into two fights or enemy ships are falling behind/trying to join up with others.

Also, space station assault. Standoff weapons that pierce shields and reload.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 19, 2016, 04:13:31 pm
Torpedoes feel very underwhelming for the kind of setup you have to do in order to use them effectively; right now, I feel like they're at their most useful when doing station assaults. In ship-to-ship combat, the Nova cannon rules supreme; A Mars and two Dominators are really good at trashing things.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 19, 2016, 05:10:53 pm
Patch Notes (http://forum.battlefleetgothic-armada.com/viewtopic.php?f=3&t=1042) for the upcoming balance changes:

Quote
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.

Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 20, 2016, 11:09:44 pm
Well it will be interesting to see if the new patch ups the usefulness of torpedoes.  I'm getting tired of dumping full cruiser salvos into targets and getting little to no damage.  I also traded in my Lunar for a Gothic need to get some more reps in to get a feel for her. 

Managed to ranch up to Level 7 with the Speedy Spikey lot.  This faction seems to be all about the Cruisers, once you can start running a pack of them this Chaos comes into its own.   Individually I don't think the ships are as powerful as their IN counterparts but as a group when circling at 9-12km focusing down targets one at a time all that DPM stacks up quick.  Their ships are also pretty fast, allowing you to abuse your range by kiting and obviating the need for lighter ships to scout and pursue like the IN.  Since they seem most comfortable in a certain playstyle I find they are not as flexible as the Imperials for certain game modes.  I'm using the Mark of Tzeentch not because its useful against AI but because I like the blue and gold  :ick:

I'm currently running:

Battleship:
Despoiler Class Harbinger
-Spawns lots of strikecraft and has long range batteries and lances to contribute to the cruiser brawl.

Battlecruisers:
Styx Class Wages of Sin 
-Pretty solid CV, more launch bays than the Mars at the cost of ship to ship.  After they nerfed the Assault Boats I'm not sure CVs are quite as powerful, I am hoping they will buff bombers at some point.
Acheron Class The Herald of Torment 
-Lances akimbo, I think this ship really klicks with the Carnage, once they knock down the shields the Acheron just goes punish mode.

Cruisers:
Carnage Class Carnage Kabuto  (It goes on a killing rampage until next Saturday!)
-Fairly powerful long range batteries.  Very straightforward upgrade path and a strong ranged broadside
Carnage Class Tyrant's Test
Slaughter Class The Chains of Anguish 
-Short ranged mixed load out of Lances and Macro Batteries, I've been upgrading it to tank damage in a brawl.

Light Cruisers:
Hellbringer Mk2 The Night Caller
-Probably the best choice of Chaos CL.  Speedy mix of Lances and batteries, can scout and then plink from range, though I think the Dauntless siblings are better.
Hellbringer Mk2 The Night Hunter
Hellbringer The Night Stalker
-Nice little carrier CL, don't think its that useful in low points/low tier games but if you have some spare points what the hey.

Escorts:
Idolator Class
-Unlike the IN I think Choas escorts are pretty crap, this fleet is all about maxing out on the CAs.  If I have the spare points I take one of these lance boats as fodder.


Overall I prefer the IN but Chaos can be fun when you max out the cruiser synergy.

(http://images.akamai.steamusercontent.com/ugc/477752885619676109/0CF42DFB324F02A95067D029A57B00764F0D4951/)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 21, 2016, 12:42:06 am
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.

There were also some IN ships that fell into these categories, and I am a bit mad the game is simply not set up for me to deploy the only BFG ship I still own: the Avenger-class Grand Cruiser Imperium Lux.

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 21, 2016, 05:30:24 am
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.

The Void Stalker (http://wh40k.lexicanum.com/wiki/Void_Stalker) is already in the trailers (List of Eldar Ships (http://wh40k.lexicanum.com/wiki/Eldar_Space_Fleet))

Disregard the Void Stalker is battleship not a battlecruiser
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 21, 2016, 08:34:32 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 21, 2016, 01:58:11 pm
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.

The TT Chaos list did treat them as battlecruiser effectively (1 CA for every 2 C) and gave them similar points values, but they tended to be more fragile than IN BCs on the table if not at first glance.

But the way it treated Grand Cruisers as identical to battleships (1 GC or BB for every 3 C) contrasts kind of sharply with their points values; a Repulsive is 230 points making it cost less than a Styx CA by the price of an Idolator, and cheaper than either a Desolator or an IN Emperor-class by at least 70 points.

Even the most expensive Grand Cruiser, the Retaliator-class, is only 275 points, making it still less than a Styx by 15 points and 25 points cheaper than a Desolator. A GC has 10 hits to the 12 of a BB and resolves them as a cruiser rather than a BB, 2 shields to to the 4 of a BB, etc. They're really not battleships.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 21, 2016, 05:11:41 pm
Well if we are lucky they will add them in later, I'm still hoping for the Apocalypse Class BB because it's got the most dank prow in BFG. 

Anyway I got the itch to try BFG so I scrounged up some stuff of eBay.  I will be stripping and repairing minis in the near future.  Seven assorted IN cruisers, two Dauntless CLs and six Sword Frigates should be a decent starting place.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 23, 2016, 12:07:45 pm
Has the game been delayed? It was counting down to noon today on the preorder pack, now it's not.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 23, 2016, 12:13:31 pm
The preorder thing has been extended to March 31st, so who knows?
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 23, 2016, 02:01:28 pm
It appears it has been delayed to the 31st, though steam is snafuing about it; according to the front page it's released, according to the store page it's not.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 23, 2016, 10:27:56 pm
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:

(http://images.akamai.steamusercontent.com/ugc/477752885619675654/49E57B3C39507EE96B1CDF906B969F8629C6FCB9/)

Lots of attack craft bays backed by long range batteries and lances.  The Despoiler augments the Chaos Cruiser swarm handily.
Title: Re: Battlefleet Gothic: The RTS
Post by: Mikes on March 24, 2016, 04:28:21 pm
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.

It won't be no match for Orc Techniology!!!! :-)

https://www.youtube.com/watch?time_continue=1&v=19JRYTkg5fQ
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 25, 2016, 02:53:42 am
So, the official release has been pushed back to April 21st. But we will get Orks in the beta soon, and there's going to be a 5th fleet added in as a bonus.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 25, 2016, 03:46:48 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on March 25, 2016, 04:18:27 am
Could also be Dark Eldar. I figure any fleet that can be made by kitbashing existing models is probable at this time.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 25, 2016, 07:24:09 am
Could also be Dark Eldar. I figure any fleet that can be made by kitbashing existing models is probable at this time.

Dark Eldar would be really nice (I started in Wh40k with 3rd Ed Dark Eldar, so nostalgia aplenty there) but DE had a very radical face-lift while BFG was no longer supported:

This is the Raven Fighter, featuring the old aesthetic:
(http://wh40k.lexicanum.com/mediawiki/images/9/9a/Raven.jpg)

This the Razorwing Fighter, featuring the new aesthetic:
(http://wh40k.lexicanum.com/mediawiki/images/e/e7/Razorwing01_873x627.jpg)

There is also now a single piece of artwork (5th Ed. book, p. 9; 7th Ed. book, p. 11) which features Dark Eldar ships which look very different from the BFG ships (though they are very small in that piece)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 25, 2016, 10:35:23 am
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.

My money's on Tau, Tyranids, or simply the Space Marines that they've been advertising already be promoted to not-DLC status. They all have "full" fleets, so.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 25, 2016, 10:50:52 am
or simply the Space Marines that they've been advertising already be promoted to not-DLC status.

From their Press Release (https://steamcommunity.com/games/363680/announcements/detail/822278257124710356):
Quote
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)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 26, 2016, 12:11:35 am
Could also be Necrons.

Hope it's not, that'd be a mess.
Title: Re: Battlefleet Gothic: The RTS
Post by: Mikes on March 26, 2016, 09:04:21 am
Could also be Necrons.

Hope it's not, that'd be a mess.

If you go by what people want to see most it's probably Tau or Nids. /shrugs
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 26, 2016, 12:07:36 pm
So, I could no longer wait and got into the fun .... and got stomped on by Orkz for several games in a row :) (problem with learning and preventing is that no build had common elements as far as I can tell)

I really wish you could not see the point defense fire from stealthed ships... and that game wouldn't break as soon as I win a game (as rare as that still is)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 26, 2016, 04:01:47 pm
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 26, 2016, 07:56:06 pm
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.

It's not so much the species' attributes that keep me down, it's being matched with players who have superiorly outfitted ships (my lvl 3 Hellbringers with barely anything to their name keep hitting up fully upgraded enemy ships) and as far as Orkz go that includes a wild variety of ships and builds (including but not limited to spams of all kinds)

In Skirmish against the AI things tend to work out (the Heroic AI is giving me a run for my money but still) but human players ... not so much...
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 26, 2016, 10:21:52 pm
Ahhh.

Yeah, I've yet to do well in multi myself, save against a couple friends who are equally hapless.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 27, 2016, 07:53:18 am
I am starting to turn the corner today ... restarted with a brand new fleet, new upgrade priorites and new insights into the micromanagement (giving the Helldriver Mk 2 another shot), so far I am winning more than I have been losing

I particularily have come to like that feints actually work in this game :D
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 27, 2016, 05:45:26 pm
Today I learned: there's a time limit on scenarios.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 28, 2016, 06:01:41 am
Today I learned: Infidels with Nav Shielding make a nice siege plattform

(Put them on 0 Speed in a hiding spot and set them to attack a target with their front arc, they will track it and you only need to press fire torpedoes - Nav Shielding so you can hide in asteroids)
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on March 29, 2016, 05:53:50 am
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?
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 29, 2016, 10:07:10 am
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?

Unknown right now... but the Astartes Favor you can give your IN ships makes them better at boarding and lightnight strikes
EDIT: just talked to a wargaming buddy of mine, Astartes are appearently had better fighter, bombers and assault craft than the IN as well as access to boarding torpedoes (and were of course much better at boarding and leadership then the IN counterparts)


I took a peek at Orkz today, didn't want to like them but it is kinda endearing... also my first cruiser was named "Mega Full-of-Squigs" ("'Dis is mine flagship. It'z so full of Squigs you all are going to DIE!")
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 29, 2016, 11:19:33 am
Looking at the table top rules, they have two flavors of capital ships, Battlebarges and Strike Cruisers.  Both mount very powerful short range bombardment cannons, weapons batteries, sport lots of armor, are tough as nails in boarding and can drop Thunderhawks in the fighter/assault boat role.  They have three flavors of escorts that are faster than their IN counterparts but otherwise similar load outs.  Regular IN escorts could also be taken as "Rapid Strike Vessels" but I'd imagine that will be dropped in Armada.

Considering it would be hard to fight with a faction comprised of only two types of line ships plus escorts I assume they will be adding some non canons to flesh out the tree.  That said after the Heresy the Imperial military was purposefully broken up and the Astartes naval forces are meant for troop lift and supporting ground actions.  The Navy gets a bit pissy about the idea of them being capable at naval action.  I figure the Favors system could be pretty fun if its tied to Chapters.


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.

(http://images.akamai.steamusercontent.com/ugc/477752885636443850/363E3FCE206840E57DAC12D730026C6A44CF73EC/)
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 29, 2016, 12:28:42 pm
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.

Also take lots of crits because their shields don't last and the morale of Ork fleets disolves rather quickly under sustained fire (or exposure to Slaanesh). And their nova cannons explode more often than the Imperial ones (reminds me of this (https://youtu.be/Tvmgs6BPmZ4?t=3m48s).

But that Savage Gunship...
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on March 29, 2016, 01:33:16 pm
It is funny losing half your fleets prows in the opening salvo. :P  While I have seen the "Weez gotta get outta heah" domino effect, I luckily have not been on the receiving end. 
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on March 29, 2016, 06:57:47 pm
Maybe the Astartes get a Glorianna... that would be sweet, but a little bit op...
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on March 29, 2016, 07:09:45 pm
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?

Astartes fleets are divided into rapid strike vessels (escorts), Strike Cruisers (cruisers), Battle Barges (battleships), and possibly a Fortress Monastery (picture a space station, only twice the size and several times the firepower). Some chapters, particularly First Founding chapters or ones with large holdings maintain ships outside these classifications, but not many.

All Space Marine ships have improved boarding actions; first, Space Marines, second, even the ratings on Space Marine ships are considerably more armed, better motivated, and better trained than Navy ratings. It's to the point where it was actually considered impossible to board a Battle Barge or Fortress Monastery, as no opposing ship had nearly enough crew to fight several companies worth of Astartes. (Hit and run, which is what this game means by boarding, is actually okay.)

Striker Cruisers and Battle Barges have IN prow armor, except it's on every facing.

Lances are in short supply. They are replaced by short-range Bombardment Cannon; fixed-forward for Strike Cruisers, turreted left-front-right for Battle Barges. Bombardment cannon hit like lances, but automatically inflict a critical hit. (No idea how that'll translate; automatic "fire" maybe?)

Space Marine ships have boarding torpedoes and regular torpedoes. They can choose which to fire, like Orks can in the current game.

Thunderhawks can act as assault boats or fighters (in the tabletop, on the same sortie, but I doubt that here). They are also naturally more durable, and have a chance to avoid being removed when they are hit or engage the enemy. This will probably translate as being hard to stop with fighters or turrets.

Space Marines are expensive comparatively, obviously.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on March 29, 2016, 09:26:42 pm
Changes coming to Ork Kanonz and Taunt

Quote
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

The change to Taunt is welcome...and the change to Kanonz should contain the Savage
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on March 30, 2016, 07:44:25 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 07, 2016, 05:35:18 am

"You have a crude grasp, at best, of void combat strategy ... It is a pleasure to meet you, after all the Emperor is with you, isn't he?"

The last line kinda reminds me of one of the best Eldar vs Imperium-quotes (https://youtu.be/4HYidC-zg9Q?t=26s) ever
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on April 07, 2016, 08:13:02 am
Heh beat me to the post, just heard about this on FB. Have been looking forward to them (TechnologyFTW!) and didn't realise they were going to add them to the pre-order too. :yes:
*drools at Eldar ships*
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 07, 2016, 11:17:41 am
Eldar are part of the original four race line-up ... but they have not been in the Beta because there were issues with their balance that appeared during the closed beta (same with Orkz); they will come "next week"
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 07, 2016, 12:29:42 pm
Leave my lance boats at home?
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 07, 2016, 04:52:53 pm
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



Tindalos also opened a poll in their forums, on what faction the community wants added:
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=3&t=1866

Please support either Tyranids or Craftworld Eldar - This game need a Battle for Iyanden-expansion :D
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on April 07, 2016, 06:49:22 pm
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.

Why? just give them a high point value.

From what I've seen, the Gloriana would behave like a souped up Emperor battleship

In fact, the TT actually has a Gloriana battleship as a usable ship: the Vengeful Spirit (albeit it is a chaos vessel)
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 07, 2016, 08:32:13 pm
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on April 08, 2016, 12:34:16 am
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.

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.
I'll attach some images of the pages if you wish to have a look

[attachment DELETED!! by Strong Bad]
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 08, 2016, 08:15:44 am
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


Eldar have holofields in lieu of the typical void shields.  On the TT they force a right column shift in the gunnery tables for weapons batteries decreasing the number of dice you roll for your batteries.  However, with other weapons types such as ordinance and Lances, Eldar get to roll a D6 that nullify the damage on a 2 and above.   I don't know how Tindloss intends to implement them in the game but on the TT this renders Lance boats pretty ineffective.  I will probably be taking my Dominator, Tyrant and Carnages out to face them, at least initially.

Eldar in general have probably been pretty quirky to implement.  The aforementioned holofields, solar sails that dictate maneuver performance based on orientation to the sun, torps that get to reroll for hits, higher crit chance when they do get hit, etc.  Not to mention the default behavior for ships engaging in the frontal arc is pretty derpy.   Instead of doing something smart like making boom and zoom attacks they pretty much move up to range then sit and blap away(this is why I typically take Swords instead of Firestorms).  If the Devs don't improve that logic then I suspect we will need to micro the crap out of Eldar ships.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 08, 2016, 08:34:07 am
Eldar in BFG:A will work quite a bit differently from the TT, if the closed beta testers are to be believed (they are cryptic about it but a few bits have risen to the surface) - But we all just have to be patient to see how it works 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)
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 08, 2016, 08:57:04 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 08, 2016, 09:21:50 am
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.

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on April 08, 2016, 11:19:39 am
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.

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.
that's is probably true I suppose
Though that being said, I would love to see a gloriana in bfga
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 08, 2016, 02:42:25 pm
The Gloriana Class Battleships first appeared in the Horus Heresy books and colected vision.
Since BFG is older I suppose they still have that battlebarge concept.
In the books, there are still battlebarges but the Gloriana class are large scale command Battle Barges, around 20km each and are the biggest knowns imperial ships after the Phalanx and Furious Abyss-class vessels.
The Vengeful Spirit during the Horus Heresy and the Vengeful Spirit, flagship of Abbaddon the despoiler are in fact one and the same.
Vengeful Spirit aside, there is a second Gloriana confirmed to be around in 40k, the Conqueror.

Few days from now, my new GPU will arrive and then I can finally play this too :D
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 10, 2016, 03:04:46 am
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.

It's about arguing with people who think the TT game should be recreated to the letter (the wierdest discussion was based on the closed beta and how the Eldar Corsairs faction simulates Holofields not with the accuracy mechanic but with armour mechanic ... the person who started that one clearly had no idea about game development and/or engineering of any kind)
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 10, 2016, 06:18:30 am
The "what's you favorite 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.
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on April 10, 2016, 06:47:02 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 13, 2016, 11:06:39 am
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.

Yup, but this isn't about SP



Eldar unlocked, still at work
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on April 13, 2016, 01:35:01 pm
Had my first battle with the longears. They play interestingly. Instead of void shields, they mount holofields, which absorb a portion of the damage received based on the speed with which you move. At maximum speed, they will absorb 80% of all incoming damage, and while Eldar ships suffer from having the Fragile modifier (meaning that enemies get a +100% increase on their crit chance), this means that you can tank a lot more than you think you can.

And that is completely necessary: The ships in the light Cruiser tier only mount forward-facing weaponry, meaning that you have to dart in and out of fights in order to get damage in.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 13, 2016, 01:39:15 pm
Are you using Shift to chain maneuver orders?  The forward only arcs seemed to demand a considerable amount of micro considering the default prow attack logic was to roll up to the range, stop and derp away.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on April 13, 2016, 01:48:22 pm
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 13, 2016, 02:23:28 pm
First Impression of Eldar: Growing Pains, I am having a bit of hard time adjusting (and that every MP enemy right now is playing Eldar too isn't helping) but that is good...

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.

There is also a skill that gives you an imdiate 180° turn, very useful
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 15, 2016, 12:54:17 pm
So got over the bump in the learning curve today - I really like Alaitoc-favour: You have the Eldar Speed when moving, you got the broad access to Torpedoes from the Eldar ships and you are always silent running when you stop (which considering my preference to saturate the map with torpedoes, is basically the first 3-5 minutes of a game)...
Title: Re: Battlefleet Gothic: The RTS
Post by: Mikes on April 16, 2016, 04:09:20 pm
I'm kinda partial to Biel-Tan right now, especially on the smaller cruisers.

One of Eldars major weaknesses is being boarded ... but with Biel-Tan you suddenly got 70 base Troop strenght (79 with Crew) and with the Avatar and LS upgrade boarding suddenly becomes a major strenght on top of everything else that Eldar got going for them. :-)

Especially facing other Eldar it's nice, as it gives you a weapon that is unaffected by Holofields and 70-79 troop strenght with triple assault actions per Strike vs. base Eldar troop strenght of 50 is just NASTY.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 17, 2016, 11:47:02 am
Biel Tan is broken ... it's certififed bug
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on April 18, 2016, 02:55:14 pm
There are few things more satisfying in this game than unleashing the full power of a Voidstalker and two Eclipses on ... well, anything, really. I am not sure how well they work in multiplayer since there's a lot of tactical cogitating involved in setting up shots, but goddamn is it nice to just blow things up with massive amounts of beam fire.

Here pictured: The Voidstalker Testament of Lost Gods
(https://i.imgur.com/QM9SHQ6.jpg)

It is so beautiful....
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 19, 2016, 10:48:33 am
So, started playing today...
The three campaign missions, well, I hope once the game is released, you have the option to repjay lost missions, who would've thought these bloody orks would go straight for the transports.
Now I'm skirmishing.
A single Dominator and up to three escorts are nice, although the Firestorm is kind of a sitting target.
But ramming... glorious, glorious ramming, my Dominator was ordered to close the distance, but as I ordered it to charge it smashed straight through a Chaos Cruiser :D
On my first battle my two cruisers were obliterated by Eldar, holy **** :D
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 19, 2016, 11:06:42 am
Dominator is probably the best line cruiser in the IN, I like pairing it with a Gothic for the mix of Batteries and Lances.  I find the Sword to be the best IN escort, especially once upgraded.  They are cheap and fairly autonomous, Cobras and Firestorms need to be micro'd quite a bit more.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 19, 2016, 11:13:27 am
How does upgrading escorts work?
At level two you don't get upgrade slots, will they come later?
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on April 19, 2016, 11:22:24 am
Yeah, you unlock upgrade slots for escorts and transports at higher levels.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 19, 2016, 06:18:16 pm
So... Level 5 recently... there are several things which could be improved.
Solo skirmished would be neat to actually choose the mission type.
Data recovery, well, I figured I could steal the data with a ightning strike, but was totally surprised when they stole it back, disabled my reactor somehow and I could not abot the jump, but the enemy warped out the second the recovered their data.
And hell, eldar CPU is horrible, as I lost all my escorts I managed to warp out at least, although there was just one cruiser against my two badly damaged. Not to mention I lost one cruiser during warp flight for one round :D

Next up is a battlecruiser if I can afford it :D

Overall I like the game    :nod:
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 19, 2016, 07:28:08 pm
Yeah make sure you don't auto cast and reserve all your the lightning/boarding actions in data recovery regardless of being attacker or defender.  That info can change hands multiple times.
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on April 20, 2016, 10:29:56 pm
Launch Trailer
https://www.youtube.com/watch?v=M3w3XeHpsis

Best trailer yet!  :nod:
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 22, 2016, 10:46:05 am
I think I slowly get the hang of this.
Convoi missions I split the transports and they also got an upgrade letting them afterburn longer.

Which battle cruiser though?
Mars or Overlord?
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 22, 2016, 01:01:11 pm
I typically consolidate my convoy into as tight a formation as possible and shoot them up the map border while I have my warships form up between them and the enemy.  It drastically limits enemy approach vectors and they often end up grinding themselves up on my entire escort force in dribs and drabs.  That said I only play against the AI, YMMV in PVP.

The Overlord is basically a Tyrant with dorsal lances, for the points I don't think it offers enough of an upgrade over taking a line cruiser and more escorts. Mars on the other hand is basilisk with her carrier capability, decent batteries, lances and Nova Cannon. 

While I usually follow the "Specialist Ships, Generalist Fleet" doctrine, Mars is the exception.  I like the overall flexibility she provides as both a standoff threat with her strike birds and NC while still being able to "get stuck in" as it were.  Subject to match size I usually take a Mars along to pretty much everything.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 22, 2016, 01:37:10 pm
I ran a very attack-craft-light fleet for skirmish; both my battlecruisers were Overlords. I was generally happy with it, as they provided excellent firepower.

That said, the Mars is rather like the Lunar (mainly because a single Nova Cannon shot isn't that impressive, but several of them will wreck faces): one Mars alone will lose to one enemy BC more than half the time, but two Mars will beat any two enemy BCs more than half the time.

As for convoy, I tend to place an unescorted transport on one side of the map, and the rest under escort on the other, minimizing enemy engagement windows by judicious use of All Ahead Full. The unescorted transport is usually dead meat but will often draw off several escorts or a cruiser and prevent them from attacking the others.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 25, 2016, 07:30:17 pm
Musical Data Theft is probably my least-favorite thing in this game.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 26, 2016, 12:02:53 pm
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 26, 2016, 01:56:52 pm
Did they open up the Single Player Campaign?  I thought they only had a couple missions long intro available.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 26, 2016, 02:42:01 pm
The game is live since the 21st :D
Spoiler:
According to lore, Abaddon aquired the hand of night and eye of darkness to operate the blackstone fortresses. But I snatched both away and they are now kept at Port Maw, wonder where this is going... usable blackstones for the imperial navy? You better flee back into the eye traitors :D
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 26, 2016, 03:06:52 pm
Huh, I did not notice. :nervous:

I've been hooked into Naval Action as of late and until I make Capitaine de Pavillon, probably will stay that way.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 26, 2016, 03:20:56 pm
Keep us updated, I nearly bought this myself a year ago, but back then, my GPU did not support dx11.
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on April 27, 2016, 05:25:23 am
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.

You will never have enough deployments available to keep the entire sector free of Xenos and Heretics. You basically need to pick and choose which penalties you'd rather avoid.

That being said, as the story progresses, you will find ways to neutralize at least two threats; whether or not that is enough to stabilize and claw back the sector is something I do not know at present.

Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 27, 2016, 07:31:34 am
Fought my first mission alongside Space Marines.

They deployed a bunch of Swords, which were like any other Swords really, and a Strike Cruiser.

The Strike Cruiser was smaller than my Dauntless (I deployed Overlord-class Loci Veritas Lux and Dauntless-class Righteous Retribution), but had a triple set of medium macrobattery broadsides and a heavy macrobattery turret equivalent to the ones found on the Emperor-class, as well as a single launch bay's worth of Thunderhawks.

They lost the Thunderhawks early in the battle to a teleport attack but it hardly mattered. I beat down a Styx while the Strike Cruiser attacked a trio of Hellbringers and massacred them with a combination of macrobatteries and boarding attacks. After that the last enemy ship ran away.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 28, 2016, 07:21:43 am
Sounds strikecruisers are neat :D
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 29, 2016, 06:27:08 am
Torment just got away because it was one of only two capital ships in a blockade mission; I had to kill the other since it was the real threat to the defense platforms. Blah.

Loci Veritas Lux and Loci Veritas Lumien look forward to the rematch. Perhaps by then I'll have a battleship as well.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 29, 2016, 09:20:24 am
The Sword of Sacrilege was destroyed by Battlefleet Gothic, a rather easy cruiser battle, Rogal Dorn, you have been avenged.
Next on the list is the Tormentor but it is a convoy mission, so this could be difficult.
The Emperors Revenge will look forward to this battle.
I love my Retribution :D

As a side note: Orar is safe too, but this thrice damned Abaddon seemed to have destroyed a Blackstone.
Since I have the two artifacts, I hope he realy destroyed it and not took it away, since in established lore, he used the artifacts to power them down and took them.

Oh and I fought besides Astartes ships, although they looked like Strike Cruisers, they were named Tyrant-class I think.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 29, 2016, 10:46:39 am
The Torment is no more.

Battlegroup Spire, under the auspices of Battlefleet Gothic, deployed its pair of Overlord-class battlecruisers. Loci Veritas Lux and Loci Veritas Lumien had engaged the Torment previously, but only briefly. In support were veteran Dauntless Mk 2-class Light Cruiser Righteous Retribution carrying a squad of Imperial Fists in Tactical Dreadnought armor and new Dauntless Mk 2-class Light Cruiser Impetuous. A single Cobra-class destroyer, the X-15, was all that could be mustered as escorts in time.

Against this the Chaos fleet deployed the Torment, a Murder-class cruiser, a Hellbringer Mk 2 light curiser, and a single Idolator raider.

The Torment attempted to form one flank of a pincer maneuver against Battlegroup Spire, and was unprepared when the Battlegroup turned towards it and charged. X-15 was hit hard by the Chaos battleship's broadside only seconds after launching its first torpedoes and fell behind, but Righteous Retribution and Impetuous charged in and engaged the Chaos ship at close quarters, bringing its shields down to facilitate a devastating teleport attack by the Imperial Fists Terminator squad on the bridge of the Torment. Loci Veritas Lux and Loci Veritas Lumien closed and exchanged broadsides with the Torment, while the light cruisers provided support as they fell back.

But it was brave little X-15 that sealed the Torment's fate. Looping back in for a second torpedo run after damage control managed get a handle on the Cobra's issues, X-15 closed from astern and launched two torpedoes into the rear of the battleship. One of them, by chance, found a weak point and punched deep into the Torment's plasma drives, crippling the ship and preventing its attempt to outpace the two Imperial battlecruisers. The two Dauntless-class ships added their own torpedo salvos and then closed in on the Torment's port side, while Loci Veritas Lux and Loci Veritas Lumien attacked from its starboard.

Unable to flee, and with its void shields and some lance batteries disabled by hit and run attacks from the encircling Imperial ships (with the Terminators taking top honors again), Torment was pounded into scrap by the ships of Battlegroup Spire. The Murder-class arrived on the scene just in time for a massed torpedo volley from every ship of Battlegroup Spire to push it to within an inch of its life. It and the Hellbringer promptly fled the field.
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on April 29, 2016, 11:25:45 am
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.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 29, 2016, 11:46:54 am
Personally I hope they add Grand Cruisers and the other ships from the supplements at some point.

Likewise. At the least there's a lot of Imperial and Chaos ships that could be added in.
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on April 29, 2016, 12:41:21 pm
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
Title: Re: Battlefleet Gothic: The RTS
Post by: StarSlayer on April 29, 2016, 01:29:05 pm
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

CoOp versus AI looks pretty snazzy, I'd be up for getting some matches with you folks!
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on April 29, 2016, 01:38:50 pm
The announcement for leagues is something I will keep an eye on ...
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on April 29, 2016, 09:15:36 pm
First Blackstone fortress jumped out on me at -34 HP.

Little bit mad about that.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on April 30, 2016, 07:16:23 am
I tried that mission three times...
Three ****ing times...
At one time it hit zero and jumped, after that I googled and found out it will survive no matter what you do, like that other big bad ship when you meet it :D
Granted, the dialouge could be more like "You drove them of, good job" instead of "Buhu, you failed, it will hound us again", but canon seems to be a thing here, after all Abaddon the Failure will take two Blackstones with him at the end of the war :lol:

So, about the discussion Nova Cannon or Missile launcher?
On my first attem I used my Retribution, a Mars and some other Cruiser.
The Blackstone warped away fearly early and had crippled the Mars.
Second attempt I switched to an all out missile attack pattern, I even brought these missile escorts.
A piece of cake.
The Blackstone moves straight at you, so if you line up and launch spread after spread of melta torpedos, turn and burn, you'll get this mission over in not time.
Unfortunately these dumbass AI allys usually end up in my line of fire.
So in battle against a Blackstone or later the Planetkiller, missile are the way to go, they are slow and unable to evade and with a bit off maneuvering, you can kill them without getting a single scratch :D

And about the AI...
Had a breakthrough mission with my Astartes buddies.
A Strike Cruiser, two Swords and a Firestorm on his side and I brought my big R along... it is a bad joke, you try to support him and that Strikecruiser always runs off, so my big guns cannot support him, the point limit of 300 is not helping either.

Addendum: The Eldar will launch no new attacks in the Sektor, or so I was told.

Icannot emphasis the toughness of a Battleship enough.
I took two Battlecruiser and my Retibution into said battle, add to this an Eldar BB, a Cruiser and several escorts against Orks.

Once again the AI charges ahead, resulting in several escort being ran through by the opposing Ork ships.
While I picked my targets, my Dominator was slowly picked apart, it lost engines, reactor, got an Hullbreach and so on, but at that point, the Eldar had escaped and only their badly damaged BB.
So I was up against an Ork BB and two cruisers.
Since my Gothic has only a range of 6km with its braodside guns, I had my whole fleet set at 6km engagement range.
With the Dominator safely fled(and of course lost in the warp), I set up the range of the big R to 12km and shredded the orks, supported by the Gothic.
The big R was badly damaged herself, reactor gone and an hullbreach as well. So I kept her far away and let the Gothic dive in in, when the microwarp was ready, fired, and warped out.
The AI, braindead stupid chased after the Gothic, so I could repair the big R up to AFAIK 75% and delieverd the killing blow.
It is simply outstanding how much damage this beast can take, only to shred opposing ships.
Right now I choose to run her with Firestorms as escorts, sniping away enemy shields, launching a spread and then thunder the broadsides :D
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on May 02, 2016, 06:58:55 pm
The 12th Black Crusade is over. Battlegroup Spire won at Schindelgeist.

Retribution-class battleship His Wrath, Overlord-class battlecruisers Loci Veritas Lux and Loci Veritas Lumien, and Dauntless Mk2-class light cruiser Righteous Retribution engaged at maximum range with salvos of melta torpedoes, laying down several salvos before His Wrath was forced to sidestep a return shot from the Planet Killer's Armageddon Gun by use of a micro warp jump. Before they could fire another salvo after that, a Desolator-class battleship attempted to interpose itself, crossing in front of His Wrath and Loci Veritas Lumien. Both launched torpedoes with standard plasma warheads, doing moderate damage.

The Desolator managed to get in front of Loci Veritas Lux, tangling the two ships up, but the allied Voidstalker Khaine's Testament swept in on it and attacked, so all that the Desolator bought was time as Imperial and Eldar ships rapidly tore into it. The remaining ships of Battlegroup Spire continued to advance firing plasma-headed torpedoes now, and Loci Veritas Lumien was forced to avoid a shot from the Armageddon gun in a similar manner. Righteous Retribution fired its last spread and turned broadside, avoiding torpedoes from the Planet Killer by rapid maneuvers and exchanging broadsides with the much heavier vessel. It had to abandon the engagement quickly, being far out of its weight class, but did some damage and the embarked squad of Imperial Fists successful sabotaged the Planet Killer's bridge, though they were killed to a man when they attempted to challenge Abaddon himself.

Next to arrive were Loci Veritas Lumien and His Wrath. While the Retribution traded broadsides with the Planet Killer, supercharging its voids to stand up to the impressive broadside lances, Loci Veritas Lumien cut across its rear. The Planet Killer turned and attempted to fire the Armageddon Gun at Loci Veritas Lumien, but the battlecruiser escaped the shot by going all engines ahead full while His Wrath made a rapid turn to fire another salvo of torpedoes at the same time a teleport attack from embarked Imperial Fists terminators rampaged through the Planet Killer's engine room. All eight struck home and the damage was catastrophic.

Enter Loci Veritas Lux, with a full spread of six torpedoes from the other side. The Planet Killer, crippled, attempted to disengage but Loci Veritas Lumien had reloaded all tubes and launched another spread of torpedoes before it could manage to create a stable warp portal.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on May 18, 2016, 02:50:52 am
This happened yesterday during a 2v2* match, following the description of my tactics for the mission:

(http://i1020.photobucket.com/albums/af321/0rph3u5/Gaming%20Moments/20160517173844_1_zpsln7qsihp.jpg) (http://s1020.photobucket.com/user/0rph3u5/media/Gaming%20Moments/20160517173844_1_zpsln7qsihp.jpg.html)

 :banghead: (and that's not showing my "partner's" "suggestion" to win by destroying the enemy fleets; also note that the enemy fleets were two CAs and one BCs with a CL)

Nevermind we won that match several minutes later after my Auroras mopped up the platfroms and escaped... (there is nothing better than Hellbringers or Auroras for Breakthrough)

* (I like 2v2 better than 1v1 because the matches are 300 points each, so you are more focused on your ships and so can perfrom better - also keeps CAs more relevant and I like my Shadows)
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on June 09, 2016, 10:39:24 am
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).
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on June 09, 2016, 11:50:18 am
Today was also Patch-time, which reworked how criticals are triggered. Essentially they added a new category of temporal crits and reduced the amount of sources for the permanent crits.

Today's patch also added two new ships to the Eldar Corsairs line-up:
- Eldar Shadows Kurnous-Pattern trades the Torpedo-launcher for the hangar
- Eldar Eclipse Vaul-Pattern trades the hangar for a Torpedo-launcher

Eldar also recieved a number of balance changes including but not limited to the removal of the +3k range for Pulsars upgrade which no one will miss.
Title: Re: Battlefleet Gothic: The RTS
Post by: TrashMan on June 10, 2016, 06:03:38 pm
Call me crazy, but I put ramming spur on most of my ships and I won 99% of battles by constant ramming.
I rammed the orcs to death.
I rammed the blackstone fortreses.
I rammed the Kolosus
I rammed the Planet Killer.

RAM EVERYTHING.

Enemies cried as The Imperial Fisting and Emperors Mighty Rod plowed into their exposed rear.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on June 18, 2016, 03:00:43 am

Going to be out in a few days...
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on June 22, 2016, 05:25:10 am
Astartes ships are pretty neat :D
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on June 22, 2016, 05:27:23 am
Quote from a match yesterday evening:
"[Astartes are] neat, it's like Orkz but with Turn Rates"

... just dont get boarded and keep your defensive fighters ready - Astartes boarding trops are homing.
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on September 29, 2016, 06:49:32 am

Rejoice galaxy! The Tau'va has arrived to bring all who submit peace, prosperity and unity! Rejoice or be swiss-cheesed by railguns! Join the Tau Empire and REJOICE! (Well... rejoice at 7PM CEST anyway)

If you need me i'll be fanboy-squealing in the corner.

(PS: Yes I am 100% biased and yes I have no life.)

Title: Re: Battlefleet Gothic: The RTS
Post by: Phantom Hoover on September 29, 2016, 07:36:56 am

.
Title: Re: Battlefleet Gothic: The RTS
Post by: NGTM-1R on September 29, 2016, 04:04:12 pm
Now if only the game didn't take five minutes to load.
Title: Re: Battlefleet Gothic: The RTS
Post by: T-Man on September 29, 2016, 05:48:42 pm
@Phantom Hoover: Aye, I do get that scene crop up in my mind every time I say that :lol:

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.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on October 03, 2016, 07:48:10 am
Played some skirmishes yesterday and thought to myself: Can't be so difficult to stop the Planetkiller from destroying the webwaygate...
In the end, threy ships with highspeed torps torched the Planetkiller and my Retribution rammed her before that beast could fire :D
Title: Re: Battlefleet Gothic: The RTS
Post by: rubixcube on January 25, 2018, 01:23:44 pm
Bump,

Aaaand the sequel was just announced

Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on January 25, 2018, 03:39:43 pm
Super happy about this.  They mentioned multiple single-player campaigns, which is something the original was missing.

Also, **** yeah Ark Mechanicus.  And what I think is Maccrage's Honour.
Title: Re: Battlefleet Gothic: The RTS
Post by: crizza on January 26, 2018, 05:08:10 am
Could be a Gloriana class battleship :D
Maybe they give us the corrupted counterparts of the Macragge's Honor too.
Not to mention that the Nemesis Chapter and the Black Templars have their own Glorianas.
I guess I'm hyped :D
Title: Re: Battlefleet Gothic: The RTS
Post by: The E on January 26, 2018, 05:51:25 am
Oh, sweet!
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 26, 2018, 08:05:38 pm
I am interested to know if they have fixed their all-seeing AI.

Against human players in multiplayer spec'ing ships for stealth was an winning tactic (esspecially the Eldar cruisers) but the against the AI it was failing move as it would track your ships even during effective stealth.


Other than that I am just waiting how the initial "nerf Eldar"-wave is going to go this time - every WH40k game had it and not always for good reasons (like Pulsars in BFG:A) - ... there is always an intruiging, yet toxic microcosmos of perfermative masculinity on display :)
Title: Re: Battlefleet Gothic: The RTS
Post by: Mikes on January 27, 2018, 08:05:31 am
Aha Necrons at the end ... über imba mega ships are a go! LOL.

(Frankly ... they will probably deviate from Tabletop Balancing in this instance, ... they kinda have to ... right? right?)
Title: Re: Battlefleet Gothic: The RTS
Post by: Aesaar on January 27, 2018, 09:12:59 am
They already diverged from TT balancing in the first game, most notably to make the Tau not terrible.
Title: Re: Battlefleet Gothic: The RTS
Post by: 0rph3u5 on January 29, 2018, 03:47:09 pm
(Frankly ... they will probably deviate from Tabletop Balancing in this instance, ... they kinda have to ... right? right?)

As Aesaar pointed out, they already diverged from the TT a good deal (e.g. Eldar Movement; in the TT you had actual solar winds deal with) but also those DE ships in the trailer (Escorts? Oversized Jetbikes?) are new. The DE didn't have a fleet per se and the ships they had no longer go with the aethetic.



Also, for all can't contain their hype - how about setting up a few "fleet maneuvers"?

I always wanted to record some BFG:A content and since I will have more time on my hand after Febuary's papers are in the bag, I could even consider administering a small scale tournament...