Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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vaa Apr 23, 2016 @ 5:47am
eldar master gunner crew
the crew upgrade for eldar makes macro and lances more effective... well, what about star cannon? pulsars?? :D am I missing something???
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Showing 1-6 of 6 comments
Madhippy Apr 23, 2016 @ 5:51am 
Interchangable phrases.
Destructive Token Apr 23, 2016 @ 5:54am 
The Star cannons are makro type weapons and the pulsars are lance type weapons.
So you can upgrade the master gunner to increase the critical hit chance of your weapons.
It makes sense when you consider that this game uses the same two base weapon types as the tabletop. In that; regardless of what exactly the weapon was in the fiction, you had two main weapon types - weapons batteries and lances. Weapon Batteries could be macrocannons, plasma macrobatteries, piles of ork gunz, eldar star cannons, etc - your basic, bog-standard attack weapon.

Lances were anything that used the same rules for Lances; so these would be lance batteries, ork zzap guns, eldar pulsars, etc.

The only other weapon types in the game were ordinance like torpedoes. Sure, some of the above (namely pulsars) had extra rules but they were mostly described as "This weapon functions as a lance with the following exceptions".
vaa Apr 23, 2016 @ 1:55pm 
I see, ty all :D maybe they could add in a note on that
vaa Apr 23, 2016 @ 2:01pm 
Originally posted by Shadow88:
It makes sense when you consider that this game uses the same two base weapon types as the tabletop. In that; regardless of what exactly the weapon was in the fiction, you had two main weapon types - weapons batteries and lances. Weapon Batteries could be macrocannons, plasma macrobatteries, piles of ork gunz, eldar star cannons, etc - your basic, bog-standard attack weapon.

Lances were anything that used the same rules for Lances; so these would be lance batteries, ork zzap guns, eldar pulsars, etc.

The only other weapon types in the game were ordinance like torpedoes. Sure, some of the above (namely pulsars) had extra rules but they were mostly described as "This weapon functions as a lance with the following exceptions".

I see, the tabletop sounds liek a good thing to know beforehand. btw. do you happen to know whether or not dragon sails for eldar is working properly, I want to check just always forget in the middle of combat.
it should show up on the speed meter I guess, but the static stat for speed could have it added as a note.
Originally posted by vaa:
Originally posted by Shadow88:
It makes sense when you consider that this game uses the same two base weapon types as the tabletop. In that; regardless of what exactly the weapon was in the fiction, you had two main weapon types - weapons batteries and lances. Weapon Batteries could be macrocannons, plasma macrobatteries, piles of ork gunz, eldar star cannons, etc - your basic, bog-standard attack weapon.

Lances were anything that used the same rules for Lances; so these would be lance batteries, ork zzap guns, eldar pulsars, etc.

The only other weapon types in the game were ordinance like torpedoes. Sure, some of the above (namely pulsars) had extra rules but they were mostly described as "This weapon functions as a lance with the following exceptions".

I see, the tabletop sounds liek a good thing to know beforehand.
You don't really have to, you just have to look at the gameplay mechanics as being a lot simpler than they first seem. I only dug up the old rulebooks online out of curiousity.

btw. do you happen to know whether or not dragon sails for eldar is working properly, I want to check just always forget in the middle of combat.
it should show up on the speed meter I guess, but the static stat for speed could have it added as a note.
Not sure, haven't tried Eldar yet.
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Date Posted: Apr 23, 2016 @ 5:47am
Posts: 6