Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are a carrier fleet.
Your goal is to attack enemies from range and send your fighter's, bombers, boarding torpedo to do the real damage.
You armor is just barely above eldar.
You range however is quiet large.
This means you need to hit them from afar.
Playing chaos require's the mindset of:
How can i shoot them without them shooting me.
Pick single ships and drown them in bombers but avoid sending bomber's towards groups of ship(they wont survive) and dont send bombers to a necron who hasnt used there nova burst yet.
Move around the battlefied pickig off targets.
Depending on your enemies you have different prioreties.
For example: With imperial navy you want to run circle around them while slowing picking away there health.
Any ship that is alone get bomber to death.
Against eldar you want boarding torpedo them to take out there engine's.
Be sure to send several at the same time to overwhle there turrerts.
Against the necrons you want to wait until it wasted its nova burst then send every boarding torpedo(and given there problely right next to you) and boarding attack you have.
Necrons damage is just as pathatic as your own but you have the advantage of sheilds and the invincible sheild upgrade.
As chaos you shoud build your fleet and stats around the follow idea:
Carrier fleet that stays out of macro range.
I can recomment using 2x Desolators and 1x Raider Idolator - even while ppl say that lances are utter trash - i won most of my games by abusing the range and crits you can achieve with lances.
If you hit lvl 10 you might wanna use the Empires Children with their "promise" technical skill (10 sec your enemy cant do ♥♥♥♥) and siren cannons to kill morale of the enemy ships (pretty strong against Orks).
CSM are super strong on range and pretty weak in medium and close range (World Eaters skills are a joke compared to what SM can do in terms of boarding and well Papi Nurgle isnt a Necron with their close range dot dmg). The one thing i like more about them compared to lets say Tau is that you can take far more hits then them as example - but thats just an opinion.
But while I'm survivable I just cant get my lances to do any real damage against any of the larger ships...
viable. The macros with armor piercing and the nurgle spell give you huge dps in close quarters as well as healing your ships too. This is mostly for 1v1, I haven't experiemented with builds for 2v2 yet.
1x1 - anything from brawling with Slaughters and Grand Cruisers to Lance Kiting with acheron and deso or Hangar spam. Even torp spam while being meme tier is possible. Chaos are extremly versatile. The only thing they cant do well is ramming. Just avoid meme and overpriced crap like Murder and Hades.
OP talks about 2vs2 and you post a 1vs1 build lmao....
I said what works for 1v1 and why it works, the op can take that information and use it to help him make a decision since the way you play a faction shouldn't be that much different for 2v2 and 1v1.
Slaughter has less DPS, actually. At 9000 meters versus average armor (67) the Slaughter has 4.2 DPS whereas Carnage has 4.6 DPS.
Blame evolution.
One advantage of the necrons.
No needs.
No need to eat, sleep drink, mate, etc.
so each of the 4 macro guns has a dps of 1 and the double barrel lance turret, as it is described for the devastation, has dps of 1 so 5 dps per battery. the missle pod and macro turret have 3 dps each so 6+10 16 dps. carnage heavy macro battery has 4 dps and normal macro has 5 dps so 9dps + the 6 from the turret and the missle pod 15 dps. This isn't factoring in things like armor and accuracy but it doesn't matter as adding those things in would make the slaughter even better since part of it's battery is a lance which always hits and counts armor as 50.