Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

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VortexRikers Jan 28, 2019 @ 8:14am
Factions strengths / weaknesses
Could someone give me a breakdown in what all factions (orks, aeldari, necron, chaos.....) are good or bad for certain things like (correct me If iam wrong) space Marines are strong in boarding ships ? I would really like to get the best Out of them and iam not really sure what are their strengths and weaknesses.

Thanks !



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Showing 1-10 of 10 comments
Imperial - Allrounder
Chaos - Fast, ranged
Elar - Steathy, hit and run
AdMech - Nova cannon
Space Marines - Boarding
Orcs - Slow and close combat but really can take a beating
Tyranids - Got nerfed into oblivion, previously good in boarding
Tau - slow but really good at range
Karl Jan 28, 2019 @ 8:38am 
Imperial navy - Strength is the fact that they are all rounder, you have a lot of choice in how you approach something. Weakness is that they aren't exceptional in any of these areas like some others might be.

Chaos - They are long range, which is a strenght and a weakness of its own. It means if you can't stay away then you're probably gonna get munched. Their weakness being taking out the engines in other words.

Eldar: Exceptionally fast, glass cannon race. They can hit hard and they get hit hard in return, micro intensive compared to other races due to this because they need to keep moving ideally

Admech: Nova cannon spam makes it so they can burst things down if they hit, but if that fails then they are essentially a weaker imperial navy. Being boarded especially does not end well for them.

Space Marines - exceptional boarding strength, along with heavy armor on their ships. This makes them predictable however. They aren't very long range and if someone has a counter to the strike craft and torpedo's then that's not good for them.

Orks - Very, very meaty ships. Lots of hp, but they are slow. They need to get in close for their boarding and ramming which makes them predictable and vulnerable to being kited if the opponent knows what they are doing and you cant slow them down.

Nids - Great at boarding and ramming, stealthy start. Squishy compared to the Orks and Space Marines though

Tau - They can't handle close range very well, but long range is good.

777Azure7strix777 Jan 28, 2019 @ 8:42am 
Necron? xd
Kavabingo Jan 28, 2019 @ 9:36am 
> Chaos - Ranged
BWAHAHAHA
Fosil Jan 28, 2019 @ 5:59pm 
eldari: OP
chaos: stun-brawler that can win against bad eldari
rest: trash fleets
kknd Jan 28, 2019 @ 6:39pm 
Imperial: Imperial ships have heavy frontal armor, and the Navy has an enormous ship selection to choose from. From dedicated lance ships, carriers and macro cannon brawlers to generalist ships or using Nova cannons or torpedoes. Navy also gets exclusive access to Melta torpedoes which have their own charges and automatically cause fire on board result on a hit rather than damage. The imperial Navy has solid morale and workable boarding ability. The biggest issues the Navy faces are their all rounder status and the fact that boarding is the same range as macro cannon brawling but far more powerful at the moment.

Chaos: Fast ships with long range weaponry. Their ships aren't quite as durable as Navy ships, but like the Navy they have many ship types so they can do many playstyles. It's even possible to make a pretty workable macro brawling CR fleet. Morale isn't as resilant as the navy however.

Eldar Corsairs: Amoung the fastest fleets out there and with built in stealth on their ships (starts cloaked without silent running stance and recloaks if it can break contact such as via a gas cloud) along with solid torpedoes and deadly prow armorment. That being said, limited ship selection, high cost and the immense fragility of their ships is a problem. Making up for that fragility is the job of Holofields, which only work properly if you keep moving. When full they are roughly 80% damage reduction against anything but ordinance and boarding. Eldar strike craft are amoung the best in the game on a per squadron basis which helps.

Dark Eldar (Drukari): Rather than holofields, they use Shadowfields, meaning as long as the bar is full, you are stealth reguardless of stance. Combined with more critical resistant ships than the Corsairs and enormous DPS on their weapons, coupled with powerful offensive boarding, Dark Eldar can be extremely effective. But, once marked by the ability of an escort or not stealthed, their ships are fragile. Trading fire will get you killed. Instead focus on map control or picking off ships with focused fire attacks from stealth before returning to stealth.

Eldar Craftworlds: The most 'stand up and fight' of Eldar fleets, their ships are markedly more durable than either Corsair or Dark Eldar fleets. Extremely long range broadside weaponry seems to be their primary go to strength and their high manuverability relative to most fleets helps there. I have only a little experience with them so keep that in mind.

AdMech: In additon to having acess to all the Imperial Navy and Space Marine escorts along with their own, the Adeptus Mechanus fleets are all about long range and ordinance fighting, especially Nova Cannons. Their extremely Lance heavy armorment means they (theoretically) shread heavy armor enemies such as the front of Imperial and Ork ships along with Necron and Space Marines. They even have suprisingly effective offensive boarding parties and focused torpedos rather than spreads of them. However, Lances aren't in a good place right now, they're someone vonurable to boarding attacks and their morale is poor.

Space Marines: Relatively fast ships for their enormous all around armor and a plethora of powerful boarding options along with broad arcs of fire on high critical chance armor peicring weapons in limited numbers define the space marines. Their total immunity to morale is also noteable. However, the Tyranids do boarding better and bring stealth to the table and their strike craft are at best mediocre. A stand up fight usually goes badly for them since their ships weapons are anemic. Get in, boarding actions, get out.

Orks: Ork ships are hunks of scrap with heavy frontal armor and innacurate weapons at range, while their 'fighta-bommas' are only averidge as fighters and poor quality bombers. Ork morale is weak. But Orks have powerful boarding, sport boarding torpedos and boarding strike craft, and the firepower of Ork ships at close range is devistating. Combined with the cheap point cost of their ships, Orks are solid.

Tyranids: Reliant on powerful boarding attacks and with built in stealth along with a ludicrusly effective manuver to close the range (but slow ships otherwise) Tyranids also benefit from their unique shielding system. When the shields are full, they are nearly immune to ordinance and strike craft, but as that shield depletes so does their turret effectiveness. Tyranids have brually effective morale damage and boarding tools along with effective ramming, while up close their shields spend themselves tearing your ships apart. Engaging them at range to burn down shields before using strike craft is a must. Tyranids have deadly boarding strike craft as well.

Tau Merchants: Based on civilian ships, they are somewhat fragile and somewhat slow, but mount extremely long range weaponry. With solid escorts and overwhelmingly numerous and effective strike craft but weak morale, thin armor and weak boarding capability. There is only one general tactic for them, but it is effective. Play carrier fleet using your escorts to spot enemies and then make like it's the battle of Midway and engage beyond visual range with strike craft.

Tau Protectors: The actual Tau military is a very diffrent force to the Merchants. With solid frontal armor and 270 degree arcs of fire on extreme range high power weaponry, seeker missile complements and escorts to do the spotting. Tougher morale and middle of the road boarding ability. The Tau military's combat tactic can be summerised as 'scan the enemy and annihilate them from long range with gunfire and seeker missiles.

Necrons: Intended to be neigh unkillable, enormously powerful but both slow to manuver/move and few in number. Have tough morale but no way to restore it, extremely expensive ships and lack most of the 'standard' stances. Ships lack shields but can regenerate health (up to 95% of their total health worth or so, effectivelly giving their ships a theoretical 195% hp) and have the heaviest armor in the game in all directions.

Necrons are in a very, very bad place right now.

Necron weapons never miss, but have roughly the same range as macro cannons, if those cannons aren't in Lock On stance, which Necrons do not get. Their only other weapon ignores shields entierly (meaning it can't damage them) and mitigates armor somewhat at a long range, but has very slow rate of fire as does their primary weapon type.Their only strike craft option is the worst in the game at everything and come in pitiful numbers. Necrons lack the brace for impact stance to mitigate damage, morale damage from ramming and help with strike craft issues. Necron ships repair light critical damages after 1 minute and a turret every minute, but they lack the 'repair' skill to fix things immediately. Necron ships have Running Silent as everyone else on lighter vessels, and the Reload stance helps with their only manuvering ability. Said ability is a 70-90 second cooldown teleport (depending on if in reload stance or not) with 1 charge. Necron capitol ships have star pulse generators, which vaporise strike craft and torpedoes in the radius while doing scratch damage to enemy ships, but are on a 70 second cooldown or so. Necrons have a stance that lets their macrocannon equivalent (lightning Arcs) hit all other targets in it's firing arc for 50% damage, but most ships have broadside arcs and/or short range forward 90 arcs so it's hard to line up a shot where that actually happens. (two verities of ships have 270 arcs and can actually use this, Shrouds and Scythe Reapers. These ships are far and away more deadly than the rest of their fleet as a result) and instead of Brace for Impact Necrons get a regeneration stance, that triples the regen speed... to 3 hp/s. Yeah. Necrons have 270 forward boarding arcs, but their boarding attacks aren't very good and they suffer from a lack of troop restoration ability so boarding is a weakness for them.

I play Necrons and it's a struggle against anyone. My ships are slow, have the worst rotation speeds in the game, cost ludicrusly high amounts of points (so I am always outnumbered) have slow fire rates on not long range weaponry that isn't particularly strong (default fire rate of once every 15 seconds means your shields will get 5 seconds to recharge between shots.) and the fleet is absurdly vounerable to critical hits because we lack the repair button and you can't critical hit through shields, which we also lack. No brace for impact means ramming is not an option for us because we can't restore morale to save our lives and have no mitigation for damage, only 'faster' regeneration that is still limited in nature. To fix critical damages we need to take an admeral skill that can be broken (it's tied to the bridge.) and so we effectively only get 1 admeral skill choise. Our only manuvering skill has extremely slow recharge rate and requires micromanagement to change our heading, meaning the moment we use it we are open to Nova Cannon annihilation. The Necron battleship is objectively the single worst ship you can take for any fleet in the game at nearly 400 points for a styrofoam brick with limited short range firepower vounerable to nova cannons, torpedoes, strike craft and boarding while bringing nothing significant to the table. Necrons also have nearly no ship options, with 2 escorts, 3 light crusiers, 1 crusier, 1 battle crusier and a battleship. (to be fair, one of the light crusiers is basically a full CR but with running silent stance.)

Yeah, there's a reason no one talked about Necrons.:raven:
Last edited by kknd; Jan 28, 2019 @ 6:46pm
Panfilo Jan 28, 2019 @ 7:01pm 
Space Marines are also expensive and while they have good armor and speed, their ships have rather low HP so anything that mitigates armor is particularly effective against them.

Orks take 2x damage from fires, and fires also do morale damage over time which can make them mutiny pretty fast. They're strong in the front but very weak in the rear and turn extremely slowly.

Crits against Eldar get a +100% bonus chance (so a 6% chance becomes a 12% chance I think) and they are extremely susceptible to engine and generator crits since losing both leaves them extremely vulnerable.
CheeseThief Jan 28, 2019 @ 7:33pm 
Imperial Navy - Torpedoes and Ramming. Between torpedoes, armoured prows, decent health, and ramming spurs Imperial Cruisers are extremely good at hitting things very hard, pair that with Imperial engines that let them change direction and boost whenever they want and few others can punch faces anywhere near as well as the Imperial Navy. Thanks to the variety of ships they can be described as the 2nd best fleet at everything, but their main strength is their ability to punch faces up close.

Chaos - Fast ships with a long range and a lot of lances and squadrons to make good use of that range. The masters of playing keep away with the enemy, but they are most likely going to get their asses handed to them if the enemy closes the gap.

Eldar - All the Eldar races excel at hit and run warfare. They hit extremely hard, they move extremely fast, and they can change direction instantly. The downside is that they lose their shields when they stop moving, their shields don't stop lightning strikes, and their hulls are made of delicious cake. You stop, you die. They catch you, you die. Your generator or engines pop, you die. If the enemy does none of those things they will melt like candles under a flamer.

AdMech - Scouts and artillery. They have very cheap escorts and light cruisers, and every cruiser packs a nova cannon. 1 + 1 = Find the enemy with escorts, blow them up with Nova Cannons, the AdMech is logical like that. Also cheap light cruisers mean an endless supply of promotion hungry tech priests eager to loot the dead and recrew all the derelict vessels, which they will end up with lots of because their crew count and boarding utterly suck.

Space Marines - Space Marines have troop transports, which means they utterly suck at void combat with low health, low damage, and very expensive ships. Thankfully those ships are full of Space Marines, who will murder everything should they get aboard an enemy vessel. High speed ships with great boarding and nothing else.

Orks - Iz green, and green iz da best. Obscene durability, but minimal armour on the back and easy to out manoeuvre. Lotz a gunz, but all of them are close range. Fighta-bommaz are both fighters and bombers in a single strikecraft, half arses both jobs. You throw lots of kroozers at the enemy and laugh maniacally when you press the big red button to send them careening into the foe, then you break out the shootaz and choppaz.

Tyranids - Tyranids are good at dying. Luckily their deaths can leave damage fields all over the map so their ships will do more in death than they ever could in life. Bundle up a huge ball of squishy bio-ships, which are invisible until revealed, stalk the enemy in the void until you can throw them at the enemy like hungry grenades. If the enemy shoots them down, great corrosive blood and viles spores are now everywhere, if not then the Tyranids omnomnom the enemy crews and set the hulks on fire with pyroacid batteries.

Tau - Slow but shooty. Homing torpedoes, good squadrons, and good weapon range make the Tau extremely good at hiding behind their mercenary allies. They have horrible crews and no lightning strikes for easy recrews, but that’s why they hide behind the mercenaries. Merchants are better at hiding behind their betters than the Protector fleets. You don't really play the Tau, just set auto-engage and hope that the enemy dies before they do while your off playing with the infinitely cooler Demiurg ships.

Necrons - The masters of teleportation. Load up on abilities to maximize your alpha strike, teleport into the middle of the enemy and unload, then use your flagship to teleport everything back to it. Repeat when the abilities are off cooldown, then clean up what survived with chain lightning. Very few ships make them weak to things that can alpha strike them back, like Imperials with all their torpedoes, or Space Marines with their powerful boarding.
Vulture Jan 28, 2019 @ 8:11pm 
Star difficulty from * to *****

Imps ** - All rounded, can't really find an obtuse weak point. "Jack of all trades is a master of none, oftentimes better than the master of one."

AdMech ** - Ordinance, ordinance, ordinance. These technophiles hoard all the best relics to themselves and get freaky with toasters. Just remember to light some incence before calling tech support.

Spess Muhreen *** - They hate their own ships and would rather be on enemy ships. They dislike their own ships so much that you even get a free boarding action outside of lightning and assault so you can board some more. They also have homing torpedoes to get your terminators cozy on the other ship.

Chaos ** - Somewhat like Imps but more focused on lascannons and carrier craft, but not TOO much in specialization. In the first game you could make each craft fit in with your Chaos God of choice, I'm not sure where that is now with how fleet customization got axed, unjustly.

Eldar ***- You either melt the opponent or your are melted. Don't even think about ramming or getting within boarding range. They had a lot of quality of life added to their ships from the first game, every ship is just given Vauls Maneuver and the Lance cannons fire automatically now. Your strike craft is better suited for interceptor spamming imo because you really, Really don't wanna get boarded.

Dark Eldar **** - Your ships stealth so long as they move. Unlike the other Eldar you can also board. I'm trying to think of something weaker than glass to make a cannon out of and that is pretty much Dark Eldar.

Orks *** - Youz green an kromp 'umies. Something about needing more Dakka? Your damn escort ships are projectiles. Aim with a button press and suddenly even your tiny craft are taking chunks from battle cruisers. Your best option is to get into a mix of things and cause a mess because an organized fleet is your worst nightmare.

Tau Merch **** - as others mentioned your ships are paper but shoot well. There's not a lot of uniqueness going for this faction.

Tau Military ** - You shoot ♥♥♥♥. A lot. All day. From ranges most folk can't deal with. Your only bad mix-ups are against Eldar because Eldar are currently meta. Their morale is one of their primary weak points as well as poor boarding because the filthy Xenos don't engage in GLORIOUS MELEE.

Nids ***** - Nids are in a pretty bad spot right now. Eldar and dark Eldar might as well be a hard counter. You're a faction that specializes in devastating boarding actions yet space Marines board better than you in almost every regard. Your ships start stealthed and are made of cottage cheese that you fling at enemies like gigantic turd-filled sperm in hopes that MAYBE you have an idiot that doesn't know what all ahead full is Eldar boost. Then you're back to chasing while moving as quick as molasses in a hurry through January snow. But hey you can at least start fires kinda. Either way, if you're not hulking an enemy ship you're just better off forcing your escort ships to explode, that's mercy to your own units.

Necrons ***** - Just slightly slower than tyranids on average but built like obnoxious bricks made of pure hatred for the other player. You get 100% accuracy on all your weapons, so you assume that would be awesome except for the fact that your weapons do as much damage as cursing out an opponent over discord chat and hoping they finally get irritated and leave the server. Your strike craft are laughable, your ship stances are honestly polising turds, and your suck at boarding. It's like a trifecta of awful with the game's rapidly developing meta. But hey I guess you got armor, right? Not like there isn't a Lance category of weapon in the game that reduces armor value to 50 right? Not like you also don't have Shields and can get lightning strike kited for hours because your big fat metal warp turd of a ship can only blink once every blue moon... Y'know what NVM, this is what happens when Games Workshop tries to make Necrons into Spess Tombkings. Dreadful to play as, unless you're a masochist.
VortexRikers Jan 28, 2019 @ 10:12pm 
Wow , thanks for all the Input. This helps alot
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Date Posted: Jan 28, 2019 @ 8:14am
Posts: 10