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Battlefleet Gothic => [BFG] Discussion => Topic started by: Islacrusez on July 04, 2013, 02:28:01 PM

Title: Advice on Imperial vs Chaos
Post by: Islacrusez on July 04, 2013, 02:28:01 PM
Hi guys, new to the forum so please don't shoot me!

I'm having a bit of an issue with getting into BFG. My friend has purchased an Imperial fleet, I've taken up chaos, and after three battles of 1005 point fleets, Chaos seems to be winning. Why would my three wins be a problem? I demolished him so bad that it's just not fun.

My first fleet consisted of 2 slaughters, 2 murders, a squad of 3 iconoclasts and a squad of 3 infidels. (I believe a 100 point warmaster and some marks of chaos made up the difference)
My second and third fleet were both of 3 slaughters, 2 murders, and a squad of 3 infidels. (50 point warmaster)


We're doing our best to stay away from launch bays, because we're still getting to grips with the rules and the last thing we need is dozens of fighters zipping around the battlefield. That said, I'm told that the Imperium was never big on anything that wasn't a broadside. After looking at the available ships, and their stomach-churning point-cost, we've come to the conclusion that either IN sucks, Chaos is OP, or we're doing something very, very wrong.

Any Imperium players out there that could offer some advice on how to fight this fleet?

Our current rules are those available on PDF from Games Workshop, though since our battles I've also picked up the FAQs for clarifications. For our final fight, we tweaked the rules to say that escorts have 2 hp (with the possible exception of cobras and iconoclasts, as the weakest escorts) and are automatically destroyed if a crit is rolled (as per the original rules, assuming I'm reading them right); and that torpedoes are automatically reloaded in the ordnance phase of their next turn, but the reload ordnance special order may be taken during the same turn to reload them immediately, ready for firing on the following turn.

Edit: it should also be noted that our field size is a dining room table - a grand total of 120cm by 75cm
Title: Re: Advice on Imperial vs Chaos
Post by: unseelied on July 04, 2013, 02:57:01 PM
I think that the imperials do better in larger point games due to their nice battleships.  Having said that though IN is still a strong fleet so I am not sure what the problem is. I tisn't the attack craft as chaos will generally have more of that anyway.   What ships is the other guy bringing? 

IN normally sticks together in a large block formation keeping its 6+ armor noses towards the enemy while closing( shooting nova cannon if they have them) , then launching torpedos when in range( which you wouldn't be able to stop since you are not using carriers) and finally reaching the enemy lines and firing broadsides either within your line or in front or in back of it.  Is he doing this?
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 04, 2013, 03:06:29 PM
The last battle fought involved two lunars, a tyrant and a gothic, plus cobras by the looks of it. At some point there was also a dauntless and some swords.

With regards to formation, he usually started in a spread out formation which spelled his downfall as I immediately put my Slaughters into all ahead full and broke any formation he was hoping to attain. As far as we can tell I actually have him outpaced, outgunned and can field more ships at the point cost!

A solid block formation would probably do him good, as my most devastating attack is from getting a squadron of slaughters between his ships and unleashing a devastating broadside, bringing all my weapons to bear. However, I would then be able to take potshots at him with the murders and their range 45 broadsides and range 60 lances!
Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 04, 2013, 04:24:09 PM
yes, IN should be kept together rather than spread out. I've had opponents try to AAF slaughters and the outcome is usually just dead slaughters with minimal damage to me since they hit the core of my fleet with no support.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 04, 2013, 04:31:27 PM
However, how would you then approach the bombardment by murders and the torpedo harassment from the infidels? I have forwarded the advice, and hope that it will improve my opponent's strategy!
Title: Re: Advice on Imperial vs Chaos
Post by: Gothmog Lord of Balrogs on July 04, 2013, 07:13:37 PM
His dauntless and escorts should be taking out your escorts and their torp harrassment. Plus his own turrets. Chaos don't really have alot of torp power to talk about, so that shouldn't be his biggest worry.

At smaller games I do think Chaos has the edge, but when you get bigger and start including powerhouse BBs, it starts tipping to IN.

He needs to do his best to keep his 6+ armour to you untill he can bring his fiercer broadsides to bear.

As well, a Nova Cannon would be a great boon to him.
Title: Re: Advice on Imperial vs Chaos
Post by: unseelied on July 04, 2013, 07:50:51 PM
Your torpedo reloading rules are a little weird.  In the begining of the turn he would reload any ships that are unloaded, move them and then fire torpedos.  If he fails to reload he doesn't have any torpedos.  He doesn't get any until he does reload them.  If he reloads and then doesn't fire them they remain loaded.  He begins the game loaded as well.  Another trick is if he on AAF his torpedoes are still at full strenght, as only BFI and crippling half torpedo strenght.  Torpedoes also bypass shields.  I am trying to think of a reason his torpedos aren't ripping you a new one as you really can't stop them with anything.

Anyway he should stay close togther, say no more than 10 cm from each other, with his main gunline and send any escorts to engage yours.  He can withstand the peppering from the murders as their firepower at range isn't that scary and his armor 6 is fairly tough. If the slaughters AAF their weapons are at half strength and they will be separated from the rest of the fleet.  Basicly he will have a local advantage against them.  Concentration of fire is very important in BFG.  He should try to get his whole gunline in range of one of the slaughters and open up with everything on it until its crippled rather than engaging ships here and there.  Same with torpedoes.  Save them until you can move into range and then unload them all on one ship.   Keep together, face the same direction and stay that way until you get into knife fight range.  The IN needs to all work together as a team to get things done. 
Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 04, 2013, 08:01:30 PM
Murders have to point their prow at you to get the best effect, that means I'll be shooting at them in the closing facing and boosts my WB against the soft 5+ armor. Of course, having a more solid indication of the fleet he took would help too. based on what you mentioned up there, 2x lunar, tyrant, gothic, dauntless, and 4 cobras, he's got a very eclectic fleet.

If he's using a lance dauntless, it might work better to take 3 swords instead of the cobras and use that to hunt the infidels and eventually the murders. That should also give you points to swap out the tyrant for a dominator to have a NC to answer  for long range.

If it's a torpedo dauntless, keep the cobras and dauntless together to hunt the infidels. all it should take is one good torpedo salvo and you'll have toasted infidels.

There's a lot of variables, but it might be that his fleet needs a few tweaks to really work well.
Title: Re: Advice on Imperial vs Chaos
Post by: Gothmog Lord of Balrogs on July 04, 2013, 10:58:13 PM
It could also be you you just have a much better grasp of naval tactics than he does ;D
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 04, 2013, 11:11:21 PM
Your torpedo reloading rules are a little weird.  In the begining of the turn he would reload any ships that are unloaded, move them and then fire torpedos.  If he fails to reload he doesn't have any torpedos.  He doesn't get any until he does reload them.  If he reloads and then doesn't fire them they remain loaded.  He begins the game loaded as well.

We modified the rule so that they automatically reload at the end of the following turn, which I believe is in line with Rogue Trader rules (though I may be wrong). Reasons for this include the fail special order and get no more rule, the fact that reloading your weapon shouldn't be that hard, and the fact that during one game we only managed one reload between us.

Another trick is if he on AAF his torpedoes are still at full strenght, as only BFI and crippling half torpedo strenght.  Torpedoes also bypass shields.  I am trying to think of a reason his torpedos aren't ripping you a new one as you really can't stop them with anything.

Not being able to land a hit with said torpedoes might be the main reason. The other reason being that he only gets to fire them once under the standard rule because of failing leadership every time. One time he managed to drop a strength 12 torpedo salvo on me... and hit a blast marker. Rolled it and the whole lot went up. However, it may have been that at the time we were rolling per blast marker because it wasn't clear in the rules (but I may be getting confused with a whole bunch of other things that aren't in the rules).

Anyway he should stay close togther, say no more than 10 cm from each other, with his main gunline and send any escorts to engage yours.  He can withstand the peppering from the murders as their firepower at range isn't that scary and his armor 6 is fairly tough. If the slaughters AAF their weapons are at half strength and they will be separated from the rest of the fleet.  Basicly he will have a local advantage against them.  Concentration of fire is very important in BFG.  He should try to get his whole gunline in range of one of the slaughters and open up with everything on it until its crippled rather than engaging ships here and there.  Same with torpedoes.  Save them until you can move into range and then unload them all on one ship.   Keep together, face the same direction and stay that way until you get into knife fight range.  The IN needs to all work together as a team to get things done.

Sounds pretty good, but remember the murders are a squadron and their broadside is then 20, so even at range you're putting out 10 against a capital ship that's closing.

As for getting into knife-fight range... He did even worse, seeing as the two ship types I field have a much higher broadside! Admittedly I have the advantage of getting between his ships, allowing me to split his fire between two ships and allow me to use both broadsides.

Murders have to point their prow at you to get the best effect, that means I'll be shooting at them in the closing facing and boosts my WB against the soft 5+ armor.

They do? If they're pointing their prow at you, you're well out of range for any weapon that accounts for which way they're facing. We're yet to find anything that can range Murders until you get to battleships. At 45 you get into range with the Tyrant, but you come up against a combined broadside of 20. That's 10 shots against you if you're closing and at long range. Somewhat less if you're abeam - and if you want to bring your guns to bear you will have to be... if you haven't paid for your upgrade then you can trade shots until your ship falls apart.

Of course, having a more solid indication of the fleet he took would help too. based on what you mentioned up there, 2x lunar, tyrant, gothic, dauntless, and 4 cobras, he's got a very eclectic fleet.

If he's using a lance dauntless, it might work better to take 3 swords instead of the cobras and use that to hunt the infidels and eventually the murders. That should also give you points to swap out the tyrant for a dominator to have a NC to answer  for long range.

If it's a torpedo dauntless, keep the cobras and dauntless together to hunt the infidels. all it should take is one good torpedo salvo and you'll have toasted infidels.

There's a lot of variables, but it might be that his fleet needs a few tweaks to really work well.

I do have his fleet registry to hand, but it's not all that useful as he changed his fleet for each of the three games. I kept mine for the last two games and even then it had been the addition of one more slaughter as a replacement for the iconoclasts.


I know you guys know a bit more about the game that I do, and I apologise if I sound like I'm just arguing for the sake of it. However, the three games we've played have been so painfully one-sided that the average person might call it quits.

My main issue is the points disparity. The Murder gets range 60 lance str 2 and range 45 str 10 broadsides, and full 25cm movement for only 170 points. You want something to match the range? You get your armoured prow, lose 5cm speed, and pay 195 points. You don't get the 60cm lance either.

The slaughter? Lance and WB broadside, 30cm movement, +5d6 on AAF, and dorsal WB (actually front, but dorsal firing arc), 165 points. That's a maximum broadside of 14 per ship. Plus 2 lance. At 165 points? What can the Imperium field for that price? And this is operating as a squadron of three now. That's a combined firepower of 42 to their main side, 24 to their off-side, and 6 lances both ways. The point disparity just keeps on giving...



But my rantings aside - what would you field against this fleet:

Squadron 1:
2 x Murder (2*170=340)
Speed 25, Turn 45
Chaos Warmaster (50)
Port WB, Str 10, Rng 45 (Port)
Stbd WB, Str 10, Rng 45 (Stbd)
Fore Lance, Str 2, Rng 60 (Fwd)

Squadron 2:
3 x Slaughter (3*165=495)
Speed 30, Turn 45, +5d6AAF
Port WB, Str 8, Rng 30 (Port)
Stbd WB, Str 8, Rng 30 (Stbd)
Fore WB, Str 6, Rng 30 (Port, Fwd, Stbd)
Port Lance, Str 2, Rng 30 (Port)
Stbd Lance, Str 2, Rng 30 (Stbd)

Squadron 4:
3 x Infidel (3*40=120)
Speed 30, Turn 90
Fore Torps, Str 2, Speed 30 (Fwd)
Dorsal WB, Str 2, Range 30 (Port, Fwd, Stbd)

Total points: 1005
Title: Re: Advice on Imperial vs Chaos
Post by: fracas on July 04, 2013, 11:19:27 PM
Imperial need to stick together, and squadron up.
As part of a squadron, only the closest cruiser can be targeted by the opponent. Use that to one's advantage
Title: Re: Advice on Imperial vs Chaos
Post by: Gothmog Lord of Balrogs on July 04, 2013, 11:41:12 PM
Maybe try the bfg:r ship profiles to try and resolve the disparity.

as well the 6+ prow is worth its weight in gold. And remind your friend about ramming
Title: Re: Advice on Imperial vs Chaos
Post by: Gothmog Lord of Balrogs on July 05, 2013, 12:05:50 AM
I think, since no ac are in use I would try my hand with

Fleet Admiral + reroll= 75
Tyrant + upgrade= 195
Dominator= 190
Lunar + power ram= 185
Lunar= 180
Gothic= 180

Total= 1005
Title: Re: Advice on Imperial vs Chaos
Post by: Backfire on July 05, 2013, 01:12:53 AM
Few matches I've had with my pal against his Chaos fleet have been pretty equal. Only match I lost was when he had much more attack craft thanks to Desolator, and even then it was fairly close.

IMO, Chaos cruiser look more scary than they actually are. Sure they're fast, cheap and good firepower, but in practice much of that firepower goes wasted against 6+ prows of the Imperium (or Tau!) and once the Imperials get closer, Chaos loses their range advantage, also torpedoes start to make damage. Also what has been said about Nova cannon, it's a great way to make Chaos player nervous early on.

edit. also, if your cruisers penetrating his formation is really a big problem, then maybe he needs a tactical reserve. Maybe a Lance Dauntless or squadron of frigates kept behind his main formation, if something gets inside his formation, the frigates will shoot them into face from point-blank.
Title: Re: Advice on Imperial vs Chaos
Post by: horizon on July 05, 2013, 06:24:54 AM
The murders cannot stay in place. Every turn they will be at least 12.5 cm closer. The four lances on them will only hit two times per turn on average. That means they won't be threatening to the imperial cruisers. On their way in the slaughters shall be attacked with torpedoes. Since you move them on AAF they are in a nice straight line so I can align my ships nicely.

Also: use the official reload rules. Makes it easier for us to give advice. ;)
The running out on a double rule no longer exists.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 05, 2013, 12:20:50 PM
Few matches I've had with my pal against his Chaos fleet have been pretty equal. Only match I lost was when he had much more attack craft thanks to Desolator, and even then it was fairly close.

Sounds like a somewhat higher point game than we're playing... Desolator being a battleship if I recall? Do you have any experience with a lower point match-up?

IMO, Chaos cruiser look more scary than they actually are. Sure they're fast, cheap and good firepower, but in practice much of that firepower goes wasted against 6+ prows of the Imperium (or Tau!) and once the Imperials get closer, Chaos loses their range advantage, also torpedoes start to make damage.

Losing the range advantage is not an issue, as I feel at an advantage in the short-range as well. I don't think the Imperium can argue with a broadside of 42 plus 6 lances from just three ships. Even the broadside of 20 from 2 ships has proven to be devastating. The torpedoes, if they can be brought to bear, have done damage, but bringing them to bear has been an issue. Chaos ships are very fast, even without AAF, and torpedoes can be easily avoided. (Even more so with the marker width 3 rule, which we are not yet using).

Also what has been said about Nova cannon, it's a great way to make Chaos player nervous early on.

Very true! That thing is pretty scary, especially since it's not a guess-range weapon anymore unlike my opponent first thought! Mind you, he did score a direct hit on one of my cruisers in the last game. The massive doom weapon, a perfect hit, d6 damage... Rolled 1.

edit. also, if your cruisers penetrating his formation is really a big problem, then maybe he needs a tactical reserve. Maybe a Lance Dauntless or squadron of frigates kept behind his main formation, if something gets inside his formation, the frigates will shoot them into face from point-blank.

Does an escort squadron have sufficient firepower to bring to bear against three capital ships?

The murders cannot stay in place. Every turn they will be at least 12.5 cm closer. The four lances on them will only hit two times per turn on average. That means they won't be threatening to the imperial cruisers. On their way in the slaughters shall be attacked with torpedoes. Since you move them on AAF they are in a nice straight line so I can align my ships nicely.

This is true, but one must consider the size of the battlefield - only 120 long - which means that the board can be crossed and distance closed in a single AAF move if used correctly (and the dice willing). I'm also not going to fly straight into torpedoes if I can help it ;)


Also: use the official reload rules. Makes it easier for us to give advice. ;)
The running out on a double rule no longer exists.

I wasn't aware of such a rule ever existing until I spotted its removal in the FAQ/Errata documents. It's actually noted in the special rules for Reload Ordnance on the cheatsheet, but I hadn't spotted it. The rule we normally fall afoul of is that once a leadership test for special orders is failed, the fleet cannot attempt another until the following turn. That's why during one game only one reload was ever made.

I'm also happy to use the standard rules for testing new information and suggestions, as even the smallest changes affect balance. I do believe that easy reload is in favour of IN more than Chaos.


Again, thanks to all those who are weighing in with their thoughts and experiences! Are there any more fleet list suggestions?
Title: Re: Advice on Imperial vs Chaos
Post by: AndrewChristlieb on July 05, 2013, 01:34:18 PM
You have all three of your Slaughters in one squad and they're not constantly braced? I would single target one of them with everything i could, you would then be forced to either watch that one ship suffer a horrible horrible death or brace the squadron significantly reducing their effectiveness.

Your at 1005 points? If he's having problems like this I would probably go for two Tyrants or Dominators (if he would rather have novas) in a squad, 2 Lunars in a squad and a single Gothic supporting the Dominators. Add in a Fleet Admiral and a re-roll and your at 995-1005.

If your getting your ships right in the middle of his I would use the torps to alter your course to one side or the other, from there they can keep their prow to you and try to split your three ships with his fleet. With a pair of Tyrants on his soft prow at least one will likely have some damage after the approach, significant damage if he can make good use of his torps.
Title: Re: Advice on Imperial vs Chaos
Post by: Gothmog Lord of Balrogs on July 05, 2013, 04:47:59 PM
He should save his torps untill you are in range and have no cgance to avoid them. Or use them when he needs you to alter course.

When you drive between him he should be pounding you. IN vs Chaos is not as one sided as you are making it out to be
Title: Re: Advice on Imperial vs Chaos
Post by: unseelied on July 05, 2013, 06:24:36 PM
Maybe you are just a better player?  I'm just not seeing where he is getting creamed so bad.  Two murders at long range is either four lances which unless they are locked on is two hits or 20 batteries which is 10 attacks with a bad shift for range which against 6+ armor is still two shield hits on average.  One of his ships loses its shields and takes no damage.  Next turn he should be in range to torp you.  Torps are a front arc weapon so if he is facing you he really can't miss.  Six torpedoes should be something like two hull points worth of damage so if he unloads four salvos into one of your ships it should kill it if you don't brace and cripple it if you do.

Slaughters are tough cookies with a lot of firepower for their size but still if you AAF you'll only have half dice.  If you get within firing range its 7 closing and one lance which is crap as you still need sixes with the guns so you might take down his shields.  If you are abeam of him its even worse dice.  Even three of them together would at most cripple a single ship and take enormous amounts of return fire when its his turn as you will be very close and in range of everyone.  Seems weird to me that you are so easily crushing him.

I would advise you to next time switch fleets and have you play Imperials.  See what you can do with them.  Maybe its the admiral.  I've been playing this game since it came out in, I think, 1999 and I am pretty good at it.  Four Imperial cruisers and some escorts should be able to give you a good game against your fleet.  With you having no attack craft and him having torpedoes he actually should have an advantage.   

Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 05, 2013, 06:57:15 PM
Quote
They do? If they're pointing their prow at you, you're well out of range for any weapon that accounts for which way they're facing. We're yet to find anything that can range Murders until you get to battleships. At 45 you get into range with the Tyrant, but you come up against a combined broadside of 20. That's 10 shots against you if you're closing and at long range. Somewhat less if you're abeam - and if you want to bring your guns to bear you will have to be... if you haven't paid for your upgrade then you can trade shots until your ship falls apart.

yes, they do. IN 6+ prows basically negate the dice advantage for shooting at a closing target. With 10 dice you should average maybe 2 hits which is just enough to drop shields. The lances let you engage farther out and lock on for better odds.

If you are trying to trade shots with chaos at range, it's no wonder he's losing. Range and speed are chaos advantage, torpedoes, 6+ prows, and 30cm are IN's. For example, up close two murders give you 20wb (you won't be able to combine the lances to help). Up close, two lunars give you 12wb and 4 lances.  it's generally accepted that each lance is equal to about three points of battery strength so that gives you 20 WB vs 24 WB on the lunars.

As others have said, you should use the regular torpedo reloading rules.

He might also go with a steamroller list and see how it works. 2x gothic, 2x dominator, maybe two dauntless or escorts for the balance.
Title: Re: Advice on Imperial vs Chaos
Post by: horizon on July 06, 2013, 06:04:33 AM
And if one fails a Reload order there is always something as a re-roll leadership option if you have it available. 
Title: Re: Advice on Imperial vs Chaos
Post by: afterimagedan on July 06, 2013, 06:12:08 AM
I would avoid novas if you want to steamroll. Lunars and Dictators are where the magic is at. I am a big proponent of the steamroller IN.
Title: Re: Advice on Imperial vs Chaos
Post by: fracas on July 06, 2013, 11:38:36 AM
2 dictators for combined ordnance attacks
2 lunars with nova cannon as gun ships
Title: Re: Advice on Imperial vs Chaos
Post by: FistusMaximus on July 06, 2013, 11:45:04 AM
i do think the "better admiral" thing might be the largest issue, since i play IN fairly often against my buddy with chaos and it always ends up with a massive rape for chaos, losing pretty much every ship and in return only doing minor damage to my IN....

simple dice luck might also be a good part of it if its true what you mentioned (almost neer making any RO checks, that is a big bash for IN, but chaos doesnt really care)
Title: Re: Advice on Imperial vs Chaos
Post by: horizon on July 06, 2013, 01:04:52 PM
2 dictators for combined ordnance attacks
2 lunars with nova cannon as gun ships
Correct, add a retribution as a battleship and you have a real good IN steamroller. However for now we must focus on non carrier fleets.
Title: Re: Advice on Imperial vs Chaos
Post by: Haranin on July 06, 2013, 03:43:19 PM
Are you using the charts for column shifting battery fire?

IN is combined arms, harder to get a handle. Chaos is easy at first since the ships are self specialized.....
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 07, 2013, 11:32:51 AM
Are you using the charts for column shifting battery fire?

Most certainly.


simple dice luck might also be a good part of it if its true what you mentioned (almost neer making any RO checks, that is a big bash for IN, but chaos doesnt really care)

It's true, sometimes the dice just don't play with us. Like the nova cannon direct hit for 1 damage (did nothing), the no-reload torpedoes, and the strength 12 salvo vs blast marker. Main reason we tweaked the torp rules - for one they're kinda silly, and two it's just unfair on IN with they way we roll.



Thanks for the various feedback guys. I'll get back to you with results once we have a chance to put it into practice!
Title: Re: Advice on Imperial vs Chaos
Post by: Talos on July 08, 2013, 03:00:08 AM
@Islacrusez The fact that you are winning is probably due to the fact that you are a better general. In complete honesty IN vs. Chaos is probably the most balanced matchup in the game, due to the fact that the rules were designed around them as the basis and there strengths/weakness counteract each others.

Part of the thing with IN is squadrons. Imagine one murder versus one lunar. The Murder would probably win due to its superior range/firepower. But now imagine 2 vs 2. Assuming chaos starts firing first, locked on lances will deal 1 hull to the closing imperials. The imperials then move forward with an AAF and use a combined torpedo salvo. This inflicts an average of 2-3 hull points. The chaos cruisers then break one direction, firing at side armor and causing no actual damage on average. The Imperial cruisers then do 4 hits on average, crippling that cruiser. Then it's all downhill because the IN cruisers can turn faster due to their shorter movements, allowing them to kill off the cripple and then his pal in short order.
Title: Re: Advice on Imperial vs Chaos
Post by: Evil Mic on July 25, 2013, 04:57:36 PM
Hm, I see de last post is about weeks old,...
I hope I still can help you a little bit.

By reading all the other posts, I saw a lot of advice what ships you should take. So i start with that, too.

Have you ever thought about using a battlecruiser?

I peronally don't like the Overlord, and the Mars is a carrier, so these are not really a solution.
So, look for the Armada rulebook. There you find the Armageddon battlecruiser.
This vessel provides you a long-range firepower almost strong enough to equal those of your enemy.
if you even take two of them (waht is no problem at 1000 Pt) you are the one who dominates the early game.



If I understand you right, then yout opponent goes AAF with his Slaughters "into" youre fleet and fires all he has?
Ok, the Imperial Navy hast no (normal) cruiser with the broadside Firepower a Slaughter has.
So you have to try to use youre bradsides and your Torpedos simulatniosly.

At the beginning of the battle try to position your vessels not directly opposite to the enemy's but shifted to one side. Then after a littl bit of closing you turn your vessels towards your enemy. (One Turn bevore he is in range!)
Then you can go on "lock on" an fire al your broadsides at one ship. Locked on, at a closing vessel with 5+ you can do a lot of damage!)
If you did this all right (and your enemy did not interact) you should be able to attack another vessel with your torpedos.


I knwo that real battles always go other ways that previously planed, but maybe this will work in the on or the other way.

All in all you avoid the risk of loosing torpedos in blastmarkers an use all your power at the same time.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 25, 2013, 08:05:00 PM
Armageddon actually looks pretty sweet... A good answer to just about all the Chaos firepower being fielded.
Title: Re: Advice on Imperial vs Chaos
Post by: Evil Mic on July 25, 2013, 10:17:24 PM
Look at the FAQ there the Armageddon Pt cost was reduced 10Pts!
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 28, 2013, 11:36:09 AM
Look at the FAQ there the Armageddon Pt cost was reduced 10Pts!

Er, I have the Armageddon listed as 235 points, and an FAQ that makes no reference to it? How much should it cost?
Title: Re: Advice on Imperial vs Chaos
Post by: horizon on July 28, 2013, 12:05:40 PM
FAQ2010 page 19, most right column. 235pts. Armada has it at 245.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 28, 2013, 12:32:45 PM
Fair play.

Now, question:

If my opponent were to field 4 Enforcer class system control cruiser and 2 Armageddon battlecruisers... What would happen?
Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 28, 2013, 06:17:31 PM
I believe you would die. Enforcers aren't what you'd call the most balanced with the Dauntless Lance strength on the prow and the LB dropping off bombers to finish things off up close.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 28, 2013, 07:56:18 PM
This I want to see...  ;D
Title: Re: Advice on Imperial vs Chaos
Post by: Evil Mic on July 28, 2013, 10:03:33 PM
HM, I'm not quite sure about the Enforcer. (Just don't know this ship class) Is it somthing like the defiant? (2 Lances, 2 LBs)

If so, take at least one Devastation or somthing similar (Hectate).
If he isn't playing them as a Squadron, you should try to take your fighter and reduce each of his bomber-waves from 2 to 1 so thy have yout a low possibility to survive against yout turrets. (and so you outo 8 Lbs with 4)

If he is playing tham as a squadron, focus one of them. If he braces, he will not be able to lunch attack craft, and your 4 will do a lot of damage. If he dos not brace, he soon will loose one cruiser, and then you've almos won....
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 28, 2013, 11:02:41 PM
It's a dauntless with LBs on the broadside instead of guns, and the obligatory +1 turrets from being a carrier. So it's 3 prow lance strength - a total lance output of 12 as a squadron. Yeah, nasty. Locked on, the squadron can destroy a cruiser with a single volley on average.
Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 28, 2013, 11:46:21 PM
Might I add for the same price as a dauntless. So 110 points, 2lb, 3 30cm lances, 25cm speed, 2 turrets.
Title: Re: Advice on Imperial vs Chaos
Post by: Evil Mic on July 29, 2013, 08:57:26 AM
Where can I find it's profile?

Ok, sounds really bad! So you really must use it's low HPs and single shield to pick one at long range and force the squad to brace!
Title: Re: Advice on Imperial vs Chaos
Post by: Vaaish on July 29, 2013, 06:39:00 PM
With lance dauntless, no one in their right mind braces. Crippled only drops 1 lance (half firepower and round up) while bracing drops a lance from each dauntless in the squadron. With a squadron of three you are better off letting one die or cripple than brace and lose the ability to use special orders.
Title: Re: Advice on Imperial vs Chaos
Post by: Evil Mic on July 29, 2013, 06:58:50 PM
Yea, it's better to have one Dauntless crippeld than a sqadron braced (where you loose more than 1 lance per vessel! you half the complete strength).

but if you loose one of them without having a good positon to strike back, you almost lost the game...


besides, again: wehre can i find the profile of this "enforcer"?
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on July 29, 2013, 07:08:50 PM
I've got it in the Additional Ships Compendium 1.4 pdf. Sources listed as: BFG Magazine #2 and Annual 2002. Battlefleet Bakka ship by the looks of it, so wherever one would find other Bakka ships?
Title: Re: Advice on Imperial vs Chaos
Post by: horizon on July 29, 2013, 07:11:25 PM
FAQ/Compendium 2010 Bakka List is what the official list looks like. Anything not in it did not make the cut.

BFG:Revised did another approach under supervision of AndrewChristlieb and Vaaish.
Title: Re: Advice on Imperial vs Chaos
Post by: Islacrusez on September 17, 2013, 01:49:42 PM
A battle at 2000 points and small change (2050 I think), bringing a battleship to bear from each side... And the opening volley decimated my firepower. The Slaughters got slaughtered, leaving a few murders and one Desolator on the field by the time the smoke cleared... One section of space had so many blast markers I just dumped our bag of markers on it.

More or less spent the rest of the game staying largely out of range, and finding out that torpedoes are pretty much ineffective against Imperial prows. Didn't get to finish, due to unexpectedly running out of time, but at the point of termination I was losing on points and our speculative rolling indicated I'd have lost my cruisers in the next few turns.

Pictures are available if anybody wants to see them, but should point out that some ships aren't painted at all and some are proxies. Need to sort out ways to identify ships individually too, as in a game this big it was getting silly trying to keep track of crits and damage. Most ships ended up dragging dice around with their remaining hits.

Is there a better fleet registry sheet floating around out there? I don't see the official one being much use!