Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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Coffee Fox Apr 7, 2016 @ 5:53pm
How do I counter Chaos as the Imperium?
The guy basically ran away the entire game. I'm new, so any advice would be appreciated.

On that note, how should I spec my ships? I only have light crusiers at the moment; I tried to use engine boost and micro warp jumps (In conjunction with lighting strikes and targetting engines) to get at him, but it didn't really work. I would close the distance and he would just gun his engines and fly away.

His engines never went down the entire game, and I only badly damaged 1 of his ships while he destroyed both of mine.
Last edited by Coffee Fox; Apr 7, 2016 @ 5:53pm
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Showing 1-15 of 24 comments
Gumonchoji Apr 7, 2016 @ 6:04pm 
Ram them. and get forward facing weapons. Unfortunatly you are slow and have lass range. But you have an armored prow. Macro guns up close are very nice. another thing is make them come to you. and one ship with fighters to shoot down fliers is a good aid as well.
Coffee Fox Apr 7, 2016 @ 6:26pm 
Originally posted by Gumonchoji:
Ram them. and get forward facing weapons. Unfortunatly you are slow and have lass range. But you have an armored prow. Macro guns up close are very nice. another thing is make them come to you. and one ship with fighters to shoot down fliers is a good aid as well.
Prow facing weapons? I've been broadsiding with the Imperium - So that's the incorrect way to fight?

By prow facing weapons, do you mean torpedo and lance batteries?
Tastyhaggis Apr 7, 2016 @ 6:32pm 
You can't in objective games. You just lose.
Warhunter Apr 7, 2016 @ 6:32pm 
Pretty sure he means the prow lance on the dauntless since torpedoes will require a bit of work and luck to get to work on a fleeing enemy.
another thing you could do is force them to go towards you with either taunt or by using stealth to force them to either go to you or use recon (which you should try to dodge without breaking stealth)
Last edited by Warhunter; Apr 7, 2016 @ 6:33pm
Coffee Fox Apr 7, 2016 @ 6:36pm 
Any tips on the Imperium? I've been losing a lot. I mean, sure it's my first day, but still.
Warhunter Apr 7, 2016 @ 6:51pm 
im not a great player myself but i'll share what i normally use (atleast what i liked in skirmish)

Speed upgrades are amazing because if you can't get in range to shoot the enemy whats the point of having a gun. same goes to if you want to get some distance away from an very powerful close combat ship it doesn't do much if it can't reach you

so fighting chaos i like to either get up close with dominator cruisers (they got nova cannons to soften up a target at long range which is a bit more reliable than torpedoes at that range) since their macro cannons with armor piercing is devestating

use taunt or microwarp drive to get closer to them (or stealth but that will take a little bit of practice to get used to)

for fighting orks you can pick long range ships (gothic cruiser or the overlord battlecruiser) since they both have decent long range weapons. upgrade the gothic's lance otherwise it'll only have 6k and lances always hit. overlord will probably want the targeting matrix to make its long range macro shots hit more often

for other imperials well thats up to you really on a short range, long range or mixed fleet

and theres probably more stuff people use that i haven't caught on to or forgetting at this time
Sevrun Apr 7, 2016 @ 7:09pm 
Don't be afraid to use Silent Running to disappear after they break initial contact.

use your escorts, they're wonderful for harrassing an enemy that's fleeing (especially Firestorms set to face the enemy) In a 250 pt match I find that 1 light cruiser and 3 escorts have the advantage over two light cruisers.

Chaos is going to use Ahead Full to break contact, so you're going to NEED it to prevent him from fully escaping you. He's going to pull away to some extent, that's unavoidable but you have to keep him in range of the prow lances to have a fighting chance.

A critical on his engines will immobilize his ship entirely, so target them.

That's all I've got off the top of my head, good luck!
Big Boom Boom Apr 7, 2016 @ 8:45pm 
Emperor and two Overlord for end game. Dominator and dauntless mk I spam for Early game.
Last edited by Big Boom Boom; Apr 7, 2016 @ 8:45pm
Gekko Apr 8, 2016 @ 1:17am 
Originally posted by Big Boom Boom:
Emperor and two Overlord for end game. Dominator and dauntless mk I spam for Early game.

Actually found the dauntless mk II a much better choice, yes the heavy prow lance is great but you need to spend a few upgrades to perfect it.

The mk II with the torps, mean's that those 3 upgrades you used for you're torps can go into shield + armor + speed. With Mechiancus you can combine that with plasma bomb and transfer void shield.

Makes the dauntless super dangerous even in end game.

I tried to like the Overlord, but keep finding the Dominator more fun...
Big Boom Boom Apr 8, 2016 @ 1:20am 
Originally posted by Gekko:
Originally posted by Big Boom Boom:
Emperor and two Overlord for end game. Dominator and dauntless mk I spam for Early game.

Actually found the dauntless mk II a much better choice, yes the heavy prow lance is great but you need to spend a few upgrades to perfect it.

The mk II with the torps, mean's that those 3 upgrades you used for you're torps can go into shield + armor + speed. With Mechiancus you can combine that with plasma bomb and transfer void shield.

Makes the dauntless super dangerous even in end game.

I tried to like the Overlord, but keep finding the Dominator more fun...

You don't need prow lance, it's a bonus. Mk I is cheaper, means in situations you can bring one more LC instead of 2 Escorts. Also Mk I utilised properly with maneuvre will provide extra dps. I didn't take any lance upgrade as it's practically useless, I made 3 Dominator 4 Dauntless Mk I all take SM favour, focus on Shield Transfer, extra shield, speed, belt armor, armor piercing, extra hull point and they become very very deadly close range brawler.
Gekko Apr 8, 2016 @ 1:27am 
Originally posted by Big Boom Boom:
Originally posted by Gekko:

Actually found the dauntless mk II a much better choice, yes the heavy prow lance is great but you need to spend a few upgrades to perfect it.

The mk II with the torps, mean's that those 3 upgrades you used for you're torps can go into shield + armor + speed. With Mechiancus you can combine that with plasma bomb and transfer void shield.

Makes the dauntless super dangerous even in end game.

I tried to like the Overlord, but keep finding the Dominator more fun...

You don't need prow lance, it's a bonus. Mk I is cheaper, means in situations you can bring one more LC instead of 2 Escorts. Also Mk I utilised properly with maneuvre will provide extra dps. I didn't take any lance upgrade as it's practically useless, I made 3 Dominator 4 Dauntless Mk I all take SM favour, focus on Shield Transfer, extra shield, speed, belt armor, armor piercing, extra hull point and they become very very deadly close range brawler.

Think its what, 4 points cheaper? that's a total of 16 difference, I think the 4 points are worth the torps.

I took Mechiancus as the plasmabomb x 4 can wreck battleships that don't have shields down or suddenly find themselves finished of booster and teleport :)
C4NNED Apr 8, 2016 @ 1:31am 
Originally posted by Gekko:
Originally posted by Big Boom Boom:

You don't need prow lance, it's a bonus. Mk I is cheaper, means in situations you can bring one more LC instead of 2 Escorts. Also Mk I utilised properly with maneuvre will provide extra dps. I didn't take any lance upgrade as it's practically useless, I made 3 Dominator 4 Dauntless Mk I all take SM favour, focus on Shield Transfer, extra shield, speed, belt armor, armor piercing, extra hull point and they become very very deadly close range brawler.

Think its what, 4 points cheaper? that's a total of 16 difference, I think the 4 points are worth the torps.

I took Mechiancus as the plasmabomb x 4 can wreck battleships that don't have shields down or suddenly find themselves finished of booster and teleport :)

relying on bomb spam will get your feelings hurt against chaos lol. And i think bomb spamming itself is kind of a bad thing about the game.
Last edited by C4NNED; Apr 8, 2016 @ 1:32am
Big Boom Boom Apr 8, 2016 @ 1:32am 
It's quite clear cut the 4 points can make. Sometimes you need 4 more points to bring in a LC instead of Escort. The devs put the point cost with this in mind. Torpedo is also very micro heavy.
Gekko Apr 8, 2016 @ 1:39am 
Originally posted by MY NAME:
Originally posted by Gekko:

Think its what, 4 points cheaper? that's a total of 16 difference, I think the 4 points are worth the torps.

I took Mechiancus as the plasmabomb x 4 can wreck battleships that don't have shields down or suddenly find themselves finished of booster and teleport :)

relying on bomb spam will get your feelings hurt against chaos lol. And i think bomb spamming itself is kind of a bad thing about the game.

Bomb spamming and Torps is a cattle prod used to channel Chaos where you want them, it's also a way for much smaller ships to punish large ones for mistakes.

Now bomb spam, + taunt + statis field, that's disgusting.
Gekko Apr 8, 2016 @ 1:42am 
Originally posted by Big Boom Boom:
It's quite clear cut the 4 points can make. Sometimes you need 4 more points to bring in a LC instead of Escort. The devs put the point cost with this in mind. Torpedo is also very micro heavy.

A closing LC that hits with a torp wave has the potential to do 4+45 damage that negates armor, do another x4 for as you have 4 dauntless, then you have a serious game changer.

I agree it's micro heavy, but it's also a skill you can put on auto if you start to lose control in those crazy brawls. Just like boarding, it will automatically fire off at an optimal opportunity (hopefully) if you do not get the chance to do it yourself.

Last edited by Gekko; Apr 8, 2016 @ 1:44am
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Date Posted: Apr 7, 2016 @ 5:53pm
Posts: 24