Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

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Ultimate Guide - Chaos Campaign
By MinMaxRex
Guide to the Chaos Campaign for Battlefleet Gothic: Armada 2
   
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ESSENTIALS
Hold ALT to see the size of Gas Clouds and Asteroid Fields.


You can skip the opening cutscene of a battle by clicking your Left Mouse Button.


Crew experience appears to be separate from ship experience. For example, if your Hellbringer Flagship is at Rank 4 experience, and you buy a Devastation Cruiser and make it your Flagship, your experience crew will get on the Devastation Cruiser and the inexperience crew of the Devastation will transfer to the Hellbringer, so you can safely disband the Hellbringer. This may only work for the Flagship though.


I confirmed that once you have bought a Level 3 Upgrade in the Technology Tree of the Renown Panel, it remains obtained even if you lose the system that originally provided that Level 3 Knowledge.


If you have 1 or multiple large invasions incoming, like 1800 point or more, as well as smaller ones like 900 point invasions, it may be a smart idea to delay the larger invasions so you can fight and win the smaller ones, then save and fight the larger one next turn. It sucks to fight multiple battles only to do poorly on the last one and reload the save and have to fight them all again.



Only so many ships will be on the battlefield at one time, so as you destroy enemy ships, reinforcements will spawn on their side of the map. This is important to remember because you may rush to the enemy side of the map, take out a bunch of their ships but take some damage, then get surprised by reinforcements that finish you off before you can recover. If facing a large enemy armada, draw the enemy to your side of the map, destroy them, and then pick off their reinforcements as they come to you, hopefully one at a time.



Defense Platforms are great for helping you out when Defending because the AI beelines toward them and tends to target them first, which is useful for drawing the Aeldari to the platforms and your platforms take all the Aeldari fire while your Armada blasts them (very important because Aeldari hit HARD), or when facing enemies that you don't want getting close to you like Orks or Imperium, you can get around the enemy while they are focusing on the platforms.



At Renown Rank 13 which provides 1500 Leadership, you can have 6 Acheron BC and 1 Devastation Cruiser, which is pretty powerful.



ESSENTIALS 2 - Upgrades and Ships
https://www.youtube.com/watch?v=Y2PFnQbPKsw

^ Video showing that Lances are not affected by the RELOAD Stance.


You have 3 choices before you when choosing your combat style and therefore which upgrades to choose first: Lances, Carriers or Macro-Batteries.

Chaos are an amazing faction for Lances and Carriers, as evidenced by their Light Cruiser options the Hellbringer (Carrier) and the Hellbringer Mk2 (2 Lance, 2 Macro brawler). They may be decent with Macro-Batteries but I never ran Macro heavy fleets because of how good Lances and Carriers are with Chaos.


Overload Generator upgrade - As noted above, Lances are not affected by Reload Stance, but they are affected by the Lock-On Stance, which increased their range by 4,500 units (same range increased and +20 Accuracy for Macro-Batteries), and with the Overload Generator upgrade, Lances get a +50% chance to crit. Pick this if you will focus on Hellbringer Mk2's and then upgrade to Acheron Battlecruisers for Lance Spam. But this is also good for Devastation, Hecate and Styx as well.

Note that once you get Overload Generator then you can get Disruption Overcharge which is essential when fighting Aeldari and Necrons but also just fantastic against every enemy's shields.


Living Strike Craft upgrade - reduces Squadron cooldown by 10%. Pick this if you go Carrier Spam with Hellbringers, Devastations, Hecates or Styx.


Daemonic Sight - Macro-weapons accuracy Malus is reduced by half when firing beyond Medium Range (9,000 units). Pick this if you go Macro Spam with Slaughter, Carnage, Murder or Hades cruisers.


1) Go to the section below titled "HOW TO USE CARRIERS" and read it.

1) Test out different the 3 combat styles in BATTLE mode to see what you like first. Try out Lance Spam, Carrier Spam, and Macro Spam fleet compositions. You can also try out mixed compositions, like mostly Lance or Macro but bringing a carrier or 2, or Lances and Macros, etc.

3) Once you know what Fleet Composition(s) you like, you can start your campaign and know what to pick for your first upgrade.


If you just want to jump into the campaign and want my advice for a safe choice, I'd go Lance Spam with Hellbringer Mk2's to start and choose Overload Generator for my first upgrade and Disruption Overcharge for my 2nd Upgrade.

When you get enough Leadership, then I'd start upgrading to Acheron Battlecruisers. Note that the Hellbringer Mk2 complements the Acheron even into the late campaign because they both have 18000 unit range Lances so in Lock-On Stance you can get them to 18k range and they will shoot from longer if they can but will stay far from the enemy while whittling them down Lance fire that crits a lot.

Every Battlecruiser and below are at least 200 speed. The Despoiler battleship is also 200 speed! This is huge because I believe similar Imperium ships are 160 speed and they get slower. This is a powerful advantage so consider carefully whether the increased shields and health of the Grand Cruiser class is worth the loss in speed. For me it wasn't, I went through my whole campaign with Acheron Battlecruisers just fine.

Speed and shooting from as far away as possible are Chaos specialties, I recommend playing to those strengths.

Note that the Slaughter Cruiser has 240 speed which is the same as the Light Cruisers. The Iconoclast Escort has 280 speed, the Apostate Escort has 200 speed, and the other two escorts have 240 speed.




Planet Dedication
IF YOU ARE GOING TO DEDICATE A PLANET TO A CHAOS GOD, YOU MUST DO SO ON THE TURN THAT YOU CONQUER THE SYSTEM, OTHERWISE YOU CANNOT DEDICATE THE PLANET.


What dedicating to a Chaos god does is increase the cost to evolve a planet by 50%. The cost to Level a planet to Level 2 is normally 100 and the cost to level a planet to Level 3 is normally 150. If you dedicate a planet to a Chaos god, the cost becomes 150 and 225 respectively. But in return you get Gifts of Chaos related to whichever god you dedicated the planet to.


At the start of the campaign the increased cost from dedicating planets will make funds a lot tighter and therefore your experience a bit harder, but if you play smart and avoid losing ships constantly, you should be able to afford the increased cost.


One youtuber said that dedicating a planet to a god increases the time it takes to level up the system, but a commentator said that it does not, the youtuber was looking at Reznor which has the "Unsustainable World" malus effect that doubles the time it takes to evolve the planet. The commentator is correct, the malus doubled the time, not dedicating the planet.



Daemonic Knowledge Locations
I confirmed that you have to Evolve the Planet where the Daemonic Knowledge is located to Level 3 in order to unlock the associated Upgrade.

I also confirmed that once you have spent an upgrade point obtained one of these Fleet Technologies, losing the associate planet will not cause you to lose the upgrade.



Chaos Space Marines - Nyxis Novae in Nyxis Stromlo system of Scelus sector


Auxiliary Shield Capacitors - AE/91B in Thracian Primaris system of Scarus sector


Daemonic Blood - Ozymandias Cluster system in Agripinaa sector


Warp-Metal Plating - Medusa system in the Medusa sector


Expanded Strike Hangars - Qualoth Deep system in the Belial IV sector.


Daemonic Engines - Cadia system in the Cadian sector.



HOW TO USE CARRIERS
IMPORTANT NOTE - In battle you have your skill bar. On the farthest right is the "SQUADRON RETREAT" skill. Pressing this button recalls whatever squadron you have launched back to your ship. This is very important to remember if you realize that your squadron is going to be destroyed if it continues its mission. Better to retreat and try again a minute later.


Ok, here is how you use Carrier-type ships properly. First, we must understand what Fighters, Bombers and Dreadclaws (Assaulters) do:

Some skills, like Augur Probe or Supercharged Void Shield, are "infinitely" usable as long as your flagship isn't critically damaged in a way that disabled those skills. Some skills like Plasma Bombs or Statis Bombs have a number of "loads" or "charges" where once all those "charges" are used then the skill is unusable for the rest of the battle. When it comes to Fighters, Bombers or Assaulters, you are using a "skill load" or "charge" or "use" of the skill to launch that squadron which TEMPORARILY expends a load of that squadron skill. If even just 1 craft of that squadron survives to return to its carrier, that "load" or "charge" will be saved, the squadron will be fully repaired and it can be re-used "infinitely" as long as an entire squadron is never destroyed. Now if you launch a Bomber Squadron and the enemy launches a Fighter Squadron that intercepts your bombers and completely annihilates all of them, then 1 "load" of your Bomber skill will be permanently expended for the duration of that battle.

So for example, if you bring a Hellbringer which has 2 loads of Fighters, 2 loads of Bombers, and 2 loads of Assaulters (Loads are separate for each squadron type) to a battle and use your Bomber Squadron skill against an enemy ship but enemy fighters or turrets destroy that whole squadron, you will now only have 1 load of Bombers. If you launch another load of Bombers that are also completely annihilated, then your Hellbringer will only be able to use its Fighters and Assaulters for the rest of the battle. If both loads of Fighers are destroyed, then it will only be able to use Assaulters. Assaulters are like Boarding Actions or Lightning Strikes, whether they succeed or fail they are used up.


FIGHTERS: "Can be sent to enemy/ally ships or any point on the battlefield. They attack enemy squadrons (so enemy fighters, bombers or boarders), torpedoes and turrets." Fighters can save you from enemy bombers and boarders, which is particularly useful against Tyranids and Space Marines. You can have your fighters destroy enemy fighters and ship turrets so that your bombers can survive their bombing run. You can use them to scout for enemy ships therefore acting like a faster recharging Augur Probe and they are more survivable than Escorts as long as you Recall them when they are at risk of being destroyed.

BOMBERS: Fighters are probably your main reason for bringing a carrier if you only bring a single carrier in your fleet, but Bombers are the main reason for bringing an entire fleet of carriers. Bombers bypass shields and do direct damage to an enemy ship. 8 Hellbringers or 4 Styx launching all their bombers at the same time can destroy an enemy cruiser or battlecruiser in that 1 wave. 4 Styx launching 4 loads of Bombers took out half the health of a Big Smasha ork ship which has 2000 hull points (health). And Bombers attacks can critical doing BIG damage. An enemy battleship with no support can be destroyed in 1 or 2 waves of Bombers from a Carrier spam fleet without the Carriers firing a single lance or macro weapon.

DREADCLAWS: Assaulters are like Boarding Actions or Lightning Strikes, whether they succeed or fail they are used up. When moving they will open fire on enemy squadrons or torpedoes. When they reach an enemy ship, they apply 1 assault action PER AIRCRAFT (sic) on the target.

^ Important Note - You cannot launch Assaulters without a ship as a target, but you CAN press Squadron Retreat to recall them back to your carrier if you realize they will be destroyed before reaching their target and wasted. This could also potential allow you to use them to intercept and shoot enemy squadrons and torpedoes if you are out of Fighters or Bombers. You could even use them to intercept squadrons or torpedoes then recall them to use them again.


Carriers As Support: You bring 1 maybe 2 carriers and you use their fighters to find the enemy (this is particularly important if you don't have the Augur Probe skill or Escorts). You can scout to find the enemy and then recall your squadrons so they don't get destroyed (this is important, if you launch a bomber squadron and then realize the enemy launched fighters that will intercept them, you can recall your bombers so they don't get wiped out).


Carriers as Main Battle Force: spam carriers, aka Carrier Spam. You bring as many Hellbringers, Devastations, Hecate and/or Styx as you can. You do this because your goal is really Bomber Spam. You keep your carriers far from the enemy while launching waves of squadrons depending on the situation. If you see any enemy fighters or if the enemy is keeping their ships together and you need to destroy their ship turrets, you launch all your fighters to clear the way. If you think the enemy may have just one squadron of fighters, you could launch 2 squadrons of your fighters about 5 seconds before you launch your bombers so your fighters dogfight their fighters and overwhelm them while your bombers hit their target. If an enemy non-carrier ship is out of position where you can launch all your bombers at the ship without fear, you do that and enjoy watching an enemy ship lose half its health or even be outright destroyed in a matter of seconds.

The power of Bomber Spam is that if you launch multiple Bomber Squadrons at an enemy ship all at once, if the enemy ship's only defense against your bombers is its turrets, its turrets may kill a single bomber here and there but probably won't destroy all the bombers in a single squadron so your bombers will deliver their payloads and then return to your carriers and be completely regenerated ready to go again. This means that if you can keep all your carriers alive and keep all or at least 1 Bomber and Fighter Squadron from each carrier alive, you can methodically gank enemy ships one at a time and they will be helpless to stop you. It is a fun way to play once you figure it out.


Fighters:

Hellbringer: 12 Fighters
Devastation: 12 Fighers
Styx: 24 Fighters
Retaliator: 24 Fighters
Despoiler: 24 Fighters


Bombers:

Hellbringer: 8 Bombers
Devastation: 8 Bombers
Styx: 16 Bombers
Retaliator: 16 Bombers
Despoiler: 16 Bombers


Dreadclaw (Assaulter)

Hellbringer: 2 Dreadclaws
Devastation: 4 Dreadclaws
Hecate: 4 Dreadclaws
Styx: 8 Dreadclaws



Campaign Start
When you start the campaign, you will view a cutscene, and then the game will throw you right into an escort mission. You have to escort 8 transports from one side of the map to the other. There will be a bunch of Plasma Medusae on the map, shoot them from a distance so they don't damage your ships. You will want to speed ahead to encounter Space Marine vessels. Focus fire on them one at a time and take them down.

Once your transports make it to the Exfil Circle, you will win the mission.


You will then load onto the campaign map, starting with 2 Fleets in the Taeloth system. You will immediately start with the mission "The Unholy War", with your first goal to conquer the Chin-chare system (- is because Steam will censor the word).


You won't be able to recruit any ships to your existing fleets because you don't have a Shipyard in Taeloth.

Move your 2 Fleets to Chin-chare and click Launch Battle. A cutscene will play.

You will then fight some Imperial Navy ships. As soon as you start the battle click on Locked-On Stance so you go into that stance and your stances start recharging so you can switch to Reload once you get closer. Focus Fire on one ship at a time to bring it down fast. Win the battle.

You will level to Renown Level 2, unlock another Renegade Fleet slot, Fleet Capacity will increase to 450 from 400, Leadership will increase to 675 from 600, you will unlock Cruiser tonnage, you will get an upgrade point, and gain a secondary objective, Hire a Marked Admiral by using a gift of Chaos.


At this point you already have 1/2 Renegade Fleet and 1/1 Chaos Legion Fleet, but you have 0/1 Marked Legion Fleet, so you can click on Chin-chare and on the upper left of the circle should appear a red square with a white cross in it, hover over that and it says "Create new fleet". Click on that, and it will show that you have 1 Available fleet slots for Renegade (but you cannot recruit Renegade yet) and 0 for Chaos Legion, but 1 Available for Marked Legion.

You can choose from Death Guard (Nurgle), World Eaters (Khorne), Emperor's Children (Slaanesh), or Thousand Sons (Tzeentch).

For me, it appears the left Admiral choice had Supercharged Void Shield Technical Skill and Power of the Damned Upgrade on the left (for each Mark), and different skill and upgrade on the right for that Admiral; and then the Admiral on the right would have Augur Disruptor Bomb Technical Skill and Daemonic Infestation Upgrade on the left (for each Mark), and a different skill and upgrade on the right.


I choice Verinox, a Death Guard (Nurgle) Marked Admiral, for his Supercharged Void Shield and Void-Locust Swarmcloud Technical Skills and Power of the Damned and Den of Pestilence Upgrades.


Then you get the mission The Fires of Worship, where you have to dedicate a planet to a Chaos god. Notice that for most of the planets in Chin-chare the reward is equally 2 or 1 for each of the gods, but on the planet Chin-chare you get 2 Gifts if you dedicate the planet to Khorne. That is what I did to start.

I dedicated Chin-Chare and Plessern to Khorne, Orthea and XV/426 to Nurgle, Utolian to Slaanesh and Sabbatorus to Tzeentch, but you can do whatever you want (although when one dedication gets more gifts I would recommend choosing that one).


I then recruited my 2nd Renegade Fleet, I chose the Admiral with the Hellbringer Mk2 since I still needed to learn carrier gameplay.


I selected Living Strike Craft for my first Upgrade to buff my Carriers. I then moved my Marked Legion and 2nd Renegade Fleets to Torian and won the battle by using my Carrier Bombers to blow up the enemy ships, and dedicated Torian planet to Nurgle for the 4 Nurgle Gifts.


End Turn.


Turn 2 onward
Turn 2

I recruited another Hellbringer and a couple of Apostate Escorts, then moved 3 fleets to Balzac.

Winning the battle I reached Renown 3, so unlocked a second Chaos Legion Fleet. I recruited an Alpha Legion Admiral in Chin-chare to shore up my defenses there which also gave me 5 battleplans for moving an Alpha Legion fleet to Chin-chare because of Alpha Legion Infiltrators on one of the planets. I will want to move that Alpha Legion Admiral to Balzac as well to get another 5 battleplans.

I decided to choose Manoeuvring Thrusters for my 2nd Upgrade.


Turn 3

I recruited another Hellbringer into my Marked Legion Fleet, so I now had 4 Hellbringers and 1 Hellbringer Mk2 in Balzac.

I took Praxa Gulf with the Carrier Armada, which leveled the admirals up. For my Marked Legion Admiral I chose the Augur Probe Technical Skill so I wouldn't need Escorts or to send Fighters to find enemy ships.

I chose Supercharged Void Shield for the 2 Renegade Admirals that were with my Marked Legion Admiral.

I took Malos Vrykan and my Alpha Legion admiral and conquered Jubal.

I had like 123 money but like -43 income and the ability to evolve Taeloth to Level 2. I decided to see what would happen if I had negative income and evolved Taeloth, which lowered how negative my income was, but I was still going to be negative next turn.

End Turn.


Turn 4

The negative income prevented some of the damage to my ships from being repaired, but didn't cause any disbanding or anything, so it was worth it.

With my Carrier Group I conquered Reznor and dedicated it to Khorne.

With my Malos group I conquered Essola Bay and dedicated it to Tzeentch.

I had gained 200 currency from conquering Essola Bay I believe, so I evolved Sabbatorus in Chin-chare to Level 2 which made my income positive.

I gave Malos Vrykan the Supercharged Void Shield Technical Skill.

In Reznor, I picked one of my Renegade Admirals, put a Hellbringer and a Hellbringer Mk2 and 1-2 Escorts in his Fleet, I made the Hellbringer Mk2 his Flagship.

End Turn.


Turn 5

I then I moved that Renegade Admiral up to Essola Bay so that he would cause Essola Bay to generate income (due to Outpost). I then transferred over the Hellbringer to my Alpha Legion Admiral (the 2nd Chaos Legion Admiral), made the Hellbringer his Flagship, then moved the 2nd Hellbringer Mk2 my Renegade Admiral along with 2 escorts. So now I can leave that Renegade Admiral in Essola Bay generating income with the Hellbringer Mk2's, and then move my Alpha Legion Admiral first to Balzac to get the 5 battleplans and then to join the rest of my Carrier Group in invading Scelus.

I moved Malos and the other 2 Carrier Group Fleets to Toran (if you have a heavily damaged ship then move that Fleet to Chin-chare to repair it faster).

End Turn.


Turn 6

Move Alpha Legion Admiral to Praxa Gulf in preparation to move to Balzac to get those 5 battleplans.

Vermaard was defended by minefield, Defense Platforms, and a Fortress. Minefield limits your attacking forces to just 2 Fleets instead of 3. Made me regret leaving ships behind, I should have brought more ships in 2 Fleets, but I was able to pull off victory with 3 Hellbrings and an Escort by staying out of range of the defense while the enemy ship defenders came to me and I destroyed them with my bombers, then I shot the Defense Platforms from max range with Lock-On Stance until all 4 blew up, then I sent fighters to damage the fortress turrets, sent the Assault Squadrons to target its weapons, and then finally launched 3 squadrons of bombers repeatedly to blow it up (make sure send all 3 squadrons of bombers at the same time so turret damage gets spread evenly and no single squadrons gets eliminated).

Can't do much else, moved Malos to Vermaard.

I reached Renown 4 at this point, so unlocked a second Marked Legion Fleet but don't have the funds to recruit another one just yet, plus I wasn't happy with the Admiral options available.

End Turn.


Turn 7

Move Alpha Legion Admiral to Balzac.

Despite having badly damaged ships that couldn't repair much, I attacked the Orks in Scelus because they only had 1 Fleet and +200 funds upon capture, and I won without losses.

Now I have 361 funds.

I moved Alpha Legion Admiral to Vermaard to get another 5 battleplans, I now have 17 battleplans.

I have 10 Khorne Gifts, 10 Nurgle Gifts, 5 Slaanesh and 8 Tzeentch Gifts at this point.

With my 361 funds, I evolve Taeloth to Level 3.

I now have 211 funds with 87 income next turn.

I save the rest because next turn I want to evolve Sabbatorus to Level 3.

End Turn.


Turn 8

3 turns until Aeldari 660 armada attacks Taeloth.

2 turns until Aeldari 660 armada attacks the Imperium in Dorsia.

I evolve Sabbatorus to Level 3.

I move my 3 Fleets from Scelus to Torian to both prepare for the Aeldari but also because they need to repair.

I moved Alpha Legion Admiral from Vermaard to Jubal.

I have 73 funds and 127 income.

End Turn.


Turn 9

Aeldari incoming Taeloth 2 and Dorsia 1 turns.

I can recruit a Marked Legion Admiral I don't want or I can evolve Reznor to Level 2. I evolve Reznor to Level 2, I'll defend Taeloth with my existing fleets.

I move Alpha Legion Admiral to Essola Bay and transfer the Hellbringer mk2 and 2 escorts to his Fleet (his flagship is a Hellbringer). I will leave Renegade Admiral in Essola Bay with the 1 Hellbringer Mk2 to generate funds.

I move Malos and Marked Admiral with 2 Hellbringers to Taeloth.

End Turn.


Turn 10

A 1320 point Ork armada invasion is incoming to Jubal (I will probably need to use 5 battleplans to cancel this ridiculously large invasion)

Imperium defeated Aeldari in Dorsia, they have a 377 point fleet left and a Fortress.

I move Alpha Legion Admiral from Essola Bay to Taeloth.

I have 217 funds with 167 income.

I buy a ship in Malus Fleet, I have access to cruisers and battlecruisers, but I buy a Hellbringer and make it Malos Flagship. I transfer the Slaughter cruiser to Alpha Legion Admiral. I have 3 Fleets in Taeloth, Malos, Marked Admiral, and Alpha Legion Admiral.

I have 4 Hellbrings, a Hellbringer Mk2, a Slaughter Cruiser, and 2 escorts.

I transfer an escort to Malos and the Slaughter to Alpha Legion Admiral.

End Turn.


Turn 11

Somehow I get attacked by Space Wolves at the start of the turn, with Veiled Portal secondary objective (I had turned off Skip AI Turn which I realize now is a bad idea)

I win the battle, the Aeldari invasion of Taeloth is gone, didn't have to fight them.

I have 222 funds and 153 income.

Marked Legion Admiral unlocked his 3rd Upgrade, I already have Power of the Damned and Den of Pestilence, the best choices are between Emission Dissipater and Many-Eyed Prophet, since I already have the Augur Probe Skill I don't need Prophet as desperately, and he does have Hellbringer Light Cruiser Carriers that can Run Silent Stance, so I decided to give Emission Dissipater a try.

On my Alpha Legion Admiral I can pick a 3rd Tech Skill, I'm tempted to get another Augur Probe in case I move him to a different armada but the Disruption Bomb will be fantastic against Fortresses and Defense Platforms and I plan to keep Alpha Legion with Marked so I choose Disruption Bomb.

I buy another Hellbringer for Marked Legion Admiral's Fleet.

I decide to take out Dorsia defenders before they rebuild too much, I haven't decided about Ork invasion yet.

Conquered Dorsia.

End Turn.


Turn 12

1 Turn until huge Ork Invasion hits Jubal, and Orks from Nyxis Stromlo decide to attack Scelus in 1 Turn.

I move my main armada to Scelus.

I spend 1 battle plan to delay Ork Invasion of Jubal by a turn.

I buy Malos another Hellbringer in Scelus.

End Turn.


Turn 13

Orks invade Scelus. Defend Scelus successfully.

Use 2 battleplans to open way to Nyxis Stromlo, 1 delay Jubal.

Invade Nyxis Stromlo with 2 biggest fleets. Win.

Evolve Dorsia Level 2.

Continued...


Turn 14 onward
Turn 13 continued

Malos 2nd Upgrade became available so I gave him Emission Dissipater because I read it might be useful in the Chalice of Entropy mission. I was going to give him Many-Eyed Prophet.

I evolved Essola Bay to Level 2.

End Turn.


Turn 14

I moved Malos and 2nd Renegade Admiral to Jubal, recruited another Hellbringer into Malos' fleet, then recruited my 2nd Marked Legion Admiral in Jubal, this time a Khorne admiral who came with a Slaughter Cruiser.

So I have 3 Fleets with 800 points in Jubal facing a 1320 Ork invasion.

I moved the 2 Fleets in Nyxis Stromlo to Vermaard.

I decided to use a battleplan to delay the Ork Invasion by another turn.

I have a 660 Imperium Attack on Chin-chare in 3 turns, a 1320 Aeldari attack on Dorsia in 3 turns, and now an 1320 Ork Invasion of Jubal in 2 turns.

End Turn.


Turn 15

I moved Malos, Alpha Legion and Khorne Marked Admirals to Jubal. I recruit a Hellbringer to Khorne Admiral. I promote the Slaughter Cruiser to Flagship on Alpha Legion Admiral. I would transfer ships between Khorne and Alpha Legion but game won't let me yet, annoying. I transfer an Escort from Alpha Legion to Malos.

End Turn.


Turn 16

Defend Jubal against Orks. Hard Fight but won.

Move Khorne, Alpha Legion and Renegade to Chin-chare to defend against Imperium assault next turn.

Still not able to transfer ships to Khorne Admiral. Annoying.

Buy 1 delay against Aeldari.

Move Malos to Torian along with Nurgle Marked Admiral.

Save funds for next turn when both Essola Bay and Reznor can be evolved to Level 3.

End Turn.


Turn 17

Defended Chin-chare from Imperium. Now a 660 point fleet will invade Taeloth in 3 Turns.

Aeldari 1320 fleet hitting Dorsia next turn.

504 funds with 219 income.

I select Emission Dissipater as upgrade for Renegade and Alpha Legion Admirals.

Evolve Essola Bay and Reznor to Level 3.

Move Malos, Nurgle and Renegade to Dorsia.

End Turn.


Turn 18

Defended Dorsia, lost a non-Flagship Hellbringer to pull it off, Aeldari are brutal.

Reached Renown 5.

Bought a Hellbringer Mk2 for Alpha Legion's Fleet.

Evolved Dorsia to Level 3.

Now have 26 funds but 400 income.

Have a Renegade Admiral slot available but not funds to purchase yet.

I chose to get Daemonic Sights upgrade for my fleets, but there were a number of good choices at this point.

End Turn.


Turn 19


Make sure you have recruited 2/2 Chaos Legion Fleets before doing Scatting the Will mission.

I'm at Threat Level 3.

I recruit my 3rd Renegade Admiral, I choose the one with a Acheron Battlecruiser.

I move my Hellbringer Carrier Group (Malos, Nurgle, Renegade) to Dorsia and start the mission Scattering the Will.

I gained Arban Talas from completing the mission and helping him capture a Space Marine ship. By doing so, I gained a third Chaos Legion Fleet, bringing me to 3/2 Chaos Legion Fleets.

And I now have 0 Threat Level.

Agripinaa Sector now becomes available to invade from Chin-chare.

I have 319 funds and 365 income.

I recruit 2 Hellbringers in Scelus Sector into Malos' Carrier Group to use up construction points in Scelus.

I move Arban Talas to Torian Sector in Chin-chare.

My other 3 Fleet Armada sits in Taeloth awaiting the Aeldari invasion.

End Turn.


Turn 20

I defend Taeloth from Aeldari.

Scarus Sector north of Scelus Sector becomes available to invade and the Secondary Mission (meaning it shouldn't increase the Threat Level if you don't do it) Blood Purge becomes available. A 720 point Imperium invasion heads toward Scelus in 3 Turns.

Deceptive Encounter mission in Agripinaa Sector becomes our new main mission (increases Threat Level until completed).

I give Khorne Marked Admiral the Supercharged Void Shield Tech Skill.

I buy 2 Hellbringer Mk2 in Alpha Legion Admiral's Fleet.

I move my Main Armada (Malos) to Balzac.

I move my Taeloth 2nd Armada to Dorsia.

I put Arban Talas in Chin-chare for now until I can start building his fleet up.

I have 86 funds and 309 income.

End Turn.


Turn 21

Alright, got a 720 point Ork invasion of Chin-chare and a 720 point Aeldari invasion of Jubal incoming in 3 Turns.

I move 2nd Armada from Dorsia to Scelus to defend against Imperium invasion in 2 Turns.

Now is the time to start breaking down the Armadas from 3 Fleets to 2 because 2 Fleets can bring all the ships your Leadership allows at the start of the battle. You bring a 3rd fleet if you think you will need to retreat ships and replace them with fresh ones.

I move Malos and Nurgle Admiral to Jubal.

I move Renegade Admiral that was with Malos to Chin-chare to team up with Arban Talas to defend from the Orks.

The 3 remaining Admirals are in Scelus. 1 Renegade Admiral is still in Essola Bay generating funds.

I have 7 Hellbringers in Jubal, 4 Hellbrings and a Strike Cruiser Mk III (Arban stole a SM ship) in Chin-chare, and an Acheron battlecruiser, Slaughter cruiser, 3 Hellbringer Mk2's and a Hellbringer in Scelus.

End Turn.


Turn 22

Evolve Jubal and Balzac to Level 2 for the additional income.

End Turn.


Turn 23

Beat Imperium invasion of Scelus.

Orks invade Chin-chare and Aeldari invade Jubal in 1 turn.

Recruit 2 Hellbringers into Renegade Admiral's Fleet in Chin-chare.

Invade Gudrun in Scarus Sector with 3 Fleet Armada from Scelus. Win battle. Give 3rd Renegade Admiral Supercharged Void Shield.

End Turn.


Turn 24

Orks foolishly will invade Gudrun from Mordax Prime weakening their forces there.

I buy a Hellbringer in each of my Chin-chare armadas (2).

I move Arban Talas' armada to Finreth in Agripinaa. Fight and win battle, brutally difficult.

I move Malos armada to Bar-El and defeat the Orks there.

I reach Renown 6.

Malos and Nurgle Marked Admiral now have their Armada Skills available. I put Master of Slaves on Malos and Master Warpsmith on Nurgle.

I decided to get Overload Generator for my Tech Tree Upgrade.

End Turn.


Turn 25

I defend Gudrun, realize I should've picked Overload Generator first and ran Hellbringer Mk2's from the start, what a powerful Tech Tree Upgrade.

I have a 1560 point Imperium Invasion heading to Reznor in 3 Turns.

I invade Mordax Prime and take it. I give Khorne Admiral the Emission Dissipater Upgrade.

Alpha Legion Admiral has an Armada Skill available, so I give him Master of Slaves to reduce upkeep and save me money.

Usually when I invade and conquer it ends that armada's ability to move, but apparently I can still move 1 more system so I attack Hexen with my Scarus Armada and win.

I then attack and capture Ulthor with Malos' Armada.

I capture Albitern with Arban Talas' Armada.

I give Arban the Supercharged Void Shield skill, and I give the Renegade Admiral the armada skill Master of Slaves.

I hold onto 116 funds and I have 391 income.

End Turn.


Turn 26

I'm at Renown 6 so each Fleet can be 650 points and my Leadership is 975 points.

I have 507 funds and 391 income.

My Armadas in Agripinaa are damaged and have low troop values and I have that Imperium invasion toward Reznor in 2 Turns.

I evolve Jubal to Level 3 because it will give me 200 funds when I do so only costs me 25 funds to evolve and will give me 10 more income per turn.

I evolve Balzac to Level 3 for the same reason.

I move Malos, Nurgle and Arban Talas to Reznor to prepare for invasion. I move Renegade Admiral to Finreth.

I purchase a Devastation Cruiser in Malos Fleet since he lost a Hellbringer and I have 206 space in his 650 point fleet.

I evolve Finreth to Level 2 for more income.

I have 145 funds and 418 income.

End Turn.


Turn 27 onward
Turn 27

I defend against Ork invasion from Thracian Primaris.

I have 563 funds and 418 income.

I evolve Mordax Prime and Hexen to Level 2.

I take Emission Dissipater on my Hexen Renegade Admiral.

I buy 2 Hellbringer Mk2's in my Hexen armada.

I use 2 battleplans to open a way to Thracian Primaris now that the Orks used one of their fleets against me in Hexen so now only has 1 fleet there.

I capture Thracian Primaris.

I have 151 funds and 488 income.

End Turn.


Turn 28

I have Imperium invading Ulthor from Agripinaa, Orks invading Thracian Primaris from Quinx, and that Aeldari invasion in 2 turns at Vermaard.

I move Arban Talas and Renegade Admiral to Ulthor to defend Ulthor from Imperium which will also weaken the Imperium in Agripinaa.

I use 3 battleplans to unlock Arilla Bay and attack it with Malos and Nurgle Marked Admiral.

I evolve as many planets with Daemonic Shipyards in Chin-chare as I can.

I have 122 funds and 488 income.

End Turn.


Turn 29

I defend Ulthor.

I attack Agripinaa with Malos and Nurgle Admiral and capture it. I get lucky that I get the "capture point to get 1 action point" so I have 1 more move with this armada.

I attack Tabor with Malos and Nurgle Admiral.

I recruit 2 Hellbringer Mk2 into my Scarus Armada in Thracian Primaris to defend against Ork invasion from Quinx next turn.

I evolved Bar-El, Ulthor and Albitern to Level 2 in Agripinaa.

I evolved Tantris and Thracian Primaris to Level 2 in Scarus.

I use 5 battleplans to cancel the Aeldari invasion in Scelus.

Finally, I save and move Arban Talas' armada from Ulthor to Arilla Bay to defend it from Imperium.

I have 46 funds and 573 income.

End Turn.


Turn 30

I reach Renown 7. Fleet capacity now 700, Leadership now 1050, I get +1 Marked Fleet capacity, an Upgrade point, and unlock Grand Cruiser tonnage.

Malos' armada took Malin's Reach.

I chose the Disruption Overcharge Upgrade.

I evolved Buyabos and Messina to Level 2 in and Gudrun to Level 3 in Scarus.

I used 4 Khorne Gift and save scummed to get the Orks in Quinx to attack the Imperium in Imbrium in Scarus.

I can't recruit anything in Scarus and my armada there is damaged so they need to repair. Since they repair faster in Hexen I move the armada there.

I save then use 3 Nurgle gifts to damage the forces in Yayor and then attack from Arilla Bay with Arban Talas against Yayor.

I gave the Emission Dissipater Upgrade to Arban Talas.

I used 4 Gifts of Tzeentch to launch an random invasion against Lelithar to weaken the Imperium there.

126 resources and 614 income.

End Turn.


Turn 31

I'm up to Level 2 Urgency or Grave Urgency.

Malos attacks and takes Amistel.

Arban's armada retreats to Agripinaa to repair faster, will let Yayor be captured.

I evolve Agripinaa, Aurent and Morten's Quay to Level 2 in Agripinaa System.

I evolve Mordax Prime and Hexen to Level 3 in Scarus.

I attack Quinx with 2 Fleets out of 3 of my Scarus Armada. I get lucky and get an Escort mission and the Orks ignore the transports so I get 300 resources.

I recruit a Tzeentch Marked Admiral in Essola Bay in preparation for an Ork Invasion in 4 Turns.

I move my Khorne Admiral, the one I couldn't take to Quinx because of a minefield, to Harvest system and Take Control, thereby completing Blood Purge and gaining the Khorne admiral Jasul Barass and his fleet, which has an Executor, a Murder, and a bunch of escorts. I move Jasul to Quinx to reinforce there in preparation for an Imperium assault from Imbrium next turn.

I have 98 resources and 634 income.

End Turn.


Turn 32

1 Turn until Imperium invades Vermaard.

I have 735 resources and 637 income.

I recruit an Executor GC in Arban's Armada in Agripinaa and then invade Yayor to take it back. The special mission was Escort so I gained 300 resources, now I have 837 resources.

I conquered Sarlax with Malos' armada.

I conquered Nysa Stromlo in Scarus with original Khorne Marked and Alpha Legion admirals. Since Alpha Legion admiral had Master of Slaves, I gave OG Khorne admiral Master Warpsmith.

Jasul Barass' armada captured Imbrium. I gave his Renegade admiral Master of Slaves.

I evolve Finreth to Level 3 and Nasrine to Level 2 in Agripinaa.

I have 8 resources and 719 income.

I use a battleplan to delay the Imperium invasion of Vermaard by 1 turn.

End Turn.


Turn 33

Malos armada takes Dentor.

Arban's armada takes Lelithar. I get the mission that rewards -50% cost to all evolves in the Sector.

I buy an Archeron Cruiser in Alpha Legion's fleet in Nysa Stromlo. I invade Skyren with this armada.

I take Lethe Eleven with Jasul Barass' armada.

I evolve Tantris to Level 3 in Scarus and then as many planets as I can in Agripinaa because of the -50% cost.

I have 34 resources and 794 income.

I use a battleplan to delay Vermaard invasion by 1 turn.

I somehow had gotten an extra Upgrade in this process despite not reaching next Renown rank, so I pick Warp-Powered.

End Turn.


Turn 34

I capture Nerivian Expanse with Jasul's armada. I don't start The Tribute yet.

I use 3 Nurgle's Rot against Ulant, then capture it with Alpha Legion's fleet. The special misison reward me with +1 movement.

I then use 2 Nurgle's Rot against Kaetelar's Retreat, then capture Kaetelar's Retreat as well.

I reach Renown 8, 750 Fleet Capacity, 1125 Leadership, +1 Renegade Fleet, +1 Upgrade.

I evolve a bunch of planets in Agripinaa.

I have 322 resources and 870 income.

I pick Mutating Shield Generator Upgrade.

I move Malos' armada to Albitern and Arban's armada to Ulthor.

I buy an Executor GC in Essola Bay.

I have 124 resources and 851 income.

I use a battleplan to delay the Ork Invasion of Essola Bay and one to delay the Imperium invasion of Vermaard.

End Turn.


Turn 35

I recruit my 4th Renegade Admiral into Essola Bay, he has a Devastation Cruiser.

I buy 2 Executor GC into Tzeentch admiral's fleet, I transfer the Executor GC from the 1st Renegade admiral (the one generating income in Essola bay) to the 4th Renegade admiral and then buy 2 Hellbringer Mk2's into 4th Renegade admiral's fleet.

I moved Jasul's armada to Quinx.

I moved Alpha Legions armada to Nysa Stromlo. I could have attacked Vagera but I need to let that armada repair.

I move Malos' armada to Reznor.

I used 3 Nurgle's Rot against Ozymandias Cluster, and then attacked with Arban's armada and auto-resolved it because it was Hellbringers against Aeldari which is painful. I then disbanded all the Hellbringers in Arban's armada, only having the 2 flagships, an Executor and a Hellbringer.

I now have 479 resources and 825 income.

I evolve a bunch of planets in Scarus Sector.

I now have 2 resources and 825 income.

I can't beat the Ork invasion with lasers, so I delay them by a turn.

End Turn.


Turn 36

I move Malos to Essola Bay because Carrior Swarm can beat Orks when Lances can't.

I move my Executor GC armada from Essola Bay to Jubal.

I buy a bunch of stuff.

End Turn.


Turn 37

I defend both Essola Bay and Jubal successfully.

I disband a Hecate and a Devastation from Tzeetnch admiral's armada.

I buy 2 Acheron for Tzeentch's armada.

I move Tzeentch's armada to Ozymandias Cluster.

I move Malos' armada to Torian.

I buy an Acheron in Jasul's fleet.

I move 3 fleets to Kaeteler's Retreat.

I move Jasul to Vermaard.

I buy a Minefield in Vermaard to delay the Imperium invasion by 1 turn.

I have 97 resources and 780 income.

End Turn.


Turn 38

I move Malos to Vermaard.

I evolve a bunch of planets.

End Turn.


Turn 39

I defend Vermaard successfully.

Imperium takes Amistel with a 2700 point fleet (ridiculous numbers this early in the game).

I have 2 invasions in Scarus as well.

I have 915 resources and 861 income.

I attack Amistel from Sarlax. I forget to use Nurgle's Rot, somehow still win without any losses.

I evolve as many income planets as possible.

12 funds, 935 income.

End Turn.


Turn 40 onward
Turn 40 onward

At this point I have secured every single system in 4 Sectors, Chin-chare, Scelus, Scarus, Agripinaa. Now the goal is to defend against invasions while evolving everything, building my ideal fleets, and then saving up income.

When the urgency meter gets too high, I can do The Tribute in Scarus to reset it. Let it build back up while saving up income and fighting invasions, then I can do Deceptive Encounter.


Completing the mission The Tribute rewards 1500 renown and 2 Gifts of Khorne.

---

I reached Renown 9 at Turn 53

Renown 9 = 800 Fleet Capacity, 1200 Leadership, Battleship (BS) tonnage becomes available, +1 Chaos Legion Fleet capacity and +1 Upgrade.

I confirmed that you have to Evolve the Planet where the Daemonic Knowledge is located to Level 3 in order to unlock the associated Upgrade.


At Turn 57, I bought my 4th Chaos Legion Fleet, then I did the mission A King's Head.

A King's Head rewards: 2000 Renown, 1 Upgrade Point, Ork Threat is reduced to 0 in every sector, 4 Gifts of Khorne, and Malos Vrykan is reward the Mark of Khorne which gives his Flagship Khorne Berserkers.

I chose Hell-Forged Power Arterials for my Upgrade.


Turn 73

I have 12,662 resources with 826 income.

Every planet in Scarus, Scelus, Chin-chare and Agripinaa are fully Evolved.

I have 4/4 Renegade Fleets, 4/4 Chaos Legion Fleets, and 4/3 Marked Legion Fleets.

I am currently at Grave Urgency (Threat Level 2) and 4 bars.

I'm at Renown Rank 9 with 25726 progression toward 27000 renown and rank 10.

I decide to do the mission Deceptive Encounter.

Deceptive Encounter win rewards 1500 Renown.

I am now Renown 10.

Marked Legion capacity +1 (now 4/4), Fleet Capacity 850, Leadership 1275, +1 Upgrade Points.

Belis Corona Sector is unlocked and the Chorus of Despair mission becomes available.

I choose the Fanatical Devotion Upgrade.



Turn 75

I move to Belis Corona and clear out the defenders of the system.

This appears to grant me another Upgrade Point.

I choose Possessed Vessel Upgrade.



Turn 86

I have 20,771 resources and 797 income.

34 Battleplans, 56 Nurgle Gifts, 32 Khorne Gifts, 20 Slaanesh Gifts, 22 Tzeentch Gifts.

I decide to do the mission Chorus of Despair.

Chorus of Despair rewards 1500 Renown.



Two new missions become available, both in Belis Corona Sector. Imperial Refugees and The Tyrant of Badab.



The mission Imperial Refugees rewards: 2000 Renown, 250 resources, and your remaining ships from the previous battle recover 100% of their troops.

IMPORTANT GUIDE to IMPERIAL REFUGEES - Bring 3 Fleets to Phonosar for Imperial Refugees, it is a Tough Battle. You have to destroy 5 transports while doing a boarding action on 3 other transports and letting those boarded transports escape. You still have to fight and destroy all the Imperium fighting ships that were defending the transports even after the boarded transports escape.


The mission The Tyrant of Badab rewards: 2000 Renown, 250 resources, remaining ships from that battle are fully repaired, and you are rewarded with Huron Blackheart a Red Corsairs Chaos Legion Fleet and his Blackstone Fortress, which should bring your Chaos Legion Fleet to 5/4 Fleets.

GUIDE to The Tyrant of Badab: From your spawn look straight ahead at the Blackstone Fortress. The Tyranids will come from the right. Destroy that group, and the Blackstone Fortress will regain its weapon. Make sure you set it to FIRE AT WILL, this will be important momentarily. Next the Tyranids will come from the Left, including a Hive Ship. The Blackstone Fortress can assist you in destroying this group, make sure you set it to Fire at Will. Finally, the Blackstone Fortress will regain its movement, and your goal to is to move it to the Exfil spot. A LOT of Tyranids will now spawn at the opposite end of the map from where you spawned in and they will rapidly try to catch up with the Blackstone Fortress, send an Augur Probe or fights to detect them and shoot them with everything. Again, the Blackstone Fortress needs to be set to FIRE AT WILL so you can order it to the Exfil and it keep moving that direction while firing on its own at the Tyranids.



At Turn 100 I complete the mission Imperial Refugees, which gets me to Renown 11.

Renown 11 = +1 Renegade Fleet Capacity, Fleet Capacity is now 900, Leadership is now 1350, and I gain 1 Upgrade Point.

I choose Weeping Hull Upgrade.


Turn 105 I complete the mission The Tyrant of Badab.


Blind Rage and the Nemesis Tessera Sector become available after.


The next turn after that I think, the mission The Chalice of Entropy becomes available and Sentinel Worlds Sector becomes unlocked (Necron area).


At Turn 109 I decide that defending Scarus and Scelus is too time-consuming and prevents me from advancing toward Sentinel Worlds, so I being moving my Scarus Fleets to leave.


Turn 114 I reached Renown Rank 12: +1 Chaos Legion Fleet Capacity, Fleet Capacity 950, Leadership 1425, +1 Upgrade Point.



At Turn 116 I did the mission BLIND RAGE. Blind Rage rewards 2000 experience and +1 Chaos Legion Fleet Capacity, so make sure your Chaos Fleet Capacity is at 5/5 before doing Blind Rage so then it will become 6/5.



Turn 124 I reached Renown Rank 13: +1 Marked Legion Fleet, 1000 Fleet Capacity, 1500 Leadership, +1 Upgrade Point.



Turn 125 I decided to do the mission CHALICE OF ENTROPY. It rewards: 1500 Renown and 2 Gifts of Nurgle (no additional Marked Legion Fleet yet so I was still safe at 4/5 Marked Fleets while I wait for a better Slaanesh Admiral).

The mission Kill the Undying becomes available.


Here is a guide for the Chalice of Entropy mission:

https://www.youtube.com/watch?v=zDbqCTmCg-Q


Turn 130, I completed the mission The Great Scheme, which rewarded 1500 Renown and 2 Gifts of Tzeentch. The mission Changer of the Ways becomes available.



KILL THE UNDYING - you have to destroy the 4 defense platforms, then get your ships to a capture point within 2 minutes, then do that again, then do that a third time, all while keeping the Allied Nurgle ship alive. Bring a couple Hellbringer Mk2's that can capture points and put them in Silent Running Stance on the far left side of the map, and put your main attack group on the far right. Move up your Mk2's about halfway up the left side of the map while stealthed. Speed forward with your attack group and destroy the far right platform, then move left and destroy the next 3 while also destroying the Necron ships. Once all 4 platforms are destroyed, your ally will teleport down to the Necron planet, and a capture point will spawn on the far left of the map. Capture that point with your Mk2's while defending the Nurgle ship with your main attack group. Then another capture point will spawn mid map, run your Mk2's to it and capture it too. Then send them to the 3rd capture point, as well as your main attack group because they may get destroyed. Once the 3rd capture point is taken, you win the battle.

Kill the Undying rewards: 2000 Renown, 1 Upgrade point, 4 Gifts of Nurgle, Malus Vrykan gets the Void-Locust Swarmcloud ability, and the Necron Threat is removed from All Sectors.


CHANGER OF THE WAYS - the Tyranids will spawn straight ahead (maybe a little to the left), then spawn to your right, then your left, then the Ancient One will spawn straight ahead and a little to the left again. You have to keep at least 1 Imperial ship alive and kill the Ancient One.

Changer of the Ways rewards: 2000 Renown, 1 Upgrade Point, 4 Gifts of Tzeentch, Malos Vrykan gets the Winds of Change skill, you will get a 7th Renegade Fleet (if you already had 6/6 so make sure you do) as Malicor joins you, and the Tyranid Threat is removed from All Sectors.



Later Campaign Missions
UNEXPECTED ALLIANCE - You want to send 2-3 ships to the left Capture Point and 4-5 ships to the right Capture Point and burn thrusters to get there and capture them before the Aeldari reinforcements arrive. There will some Imperium ships on the right and some between the points but they aren't too dangerous. Make sure the Imperium don't recapture a point. Once I killed all the Imperium ships, I won the battle.

Unexpected Alliance rewards: 2500 Renown


The mission The Traitor and the Cadian Sector becomes available. It is the end of Turn 149.


I reached Renown Rank 15 at Turn 150.

Renown Rank 15 = 1000 Fleet Capacity (maxed), 1650 Leadership (+75), +1 Upgrade Point


The mission Worshippers of Ynnead and the Caliban Sector become available.


Worshippers of Ynnead rewards: 1500 Renown and 2 Gifts of Slaanesh


The mission She Who Thirsts in the Sanctuary system of the Caliban Sector becomes available.


THE TRAITOR - the red dot you see in the far middle of the map is Drang's flagship. You have to reduce that flagship to a DRIFTING HULK, which means you need to launch lots and lots of boarding parties to kill all the crew. Don't shoot the ship other than to take down it's shields lest you destroy it. Once you reduce Drang's flagship to a drifting hulk you "rescue" him and then your job is to destroy the rest of the Imperium ships. Once that is done, you win.

The Traitor rewards: 2500 Renown and 5 Battleplans.

The next turn, Legend of the Past becomes available.


SHE WHO THIRSTS - easy fight, you just destroy Aeldari ships and move Malos Vrykan's ship near the glowing orb left behind when the ship is destroyed to collect souls. Once you collect 200 souls, you move Vrykan's ship to the Capture Point and keep it there for 60 seconds.

She Who Thirsts rewards: 2000 Renown, 1 Upgrade Point, Aeldari Threat is permanently reduced to 0 in every sector, 4 Gifts of Slaanesh, Malos Vrykan gets the Mark of Slaanesh which means his ship gets Siren Cannon, and Demaroz a Marked Admiral joins you (so before this battle I had 7/6 Renegade, 6/5 Chaos and 5/5 Marked, after this battle I had 6/5 Marked Fleets.



LEGEND OF THE PAST - Space Marines will attack Abaddon's ship from the front, once you destroy them, more will spawn from the right, once you destroy them, Abaddon will retreat toward your spawn to withdraw from the battlefield, and you'll be twiddling your thumbs for a few minutes. But once he reaches the final 25% or so of the distance to edge of the map, Guilliman will spawn from the right side of the map. You have to turn the Macragge's Honour into a Drifting Hulk in order to abduct Guilliman. So basically The Traitor was the game preparing you for this misison.

Legacy of the Past reward: 3000 Renown (or in my case just 1221 renown which got me to 82500 Renown and Renown Rank 16 which is the Max), and Malos Vrykan's flagship is replaced by The Vengeful Spirit but remains in the fleet even if this raises its value over the allowed capacity.


Before and after Legacy of the Past, I am on Turn 171.


Renown Rank 16 = 1000 Fleet Capacity (still maxed out), 1650 Leadership (so it maxes out at Rank 15), and +1 Upgrade Point which allows me to purchase the final Fleet Technology.


Gathering Storm - Brother's Hand
Gathering Storm - Warp Powers
Gathering Storm - Blooded Chainaxe

all become available.



By capturing Sortiarius, you complete Gathering Storm - Warp Powers, which rewards: 1000 Renown, Warp Risk Reduction (chance of warp incident is reduced by 5% for all your ships).

By capturing Drakassi, you complete Gathering Storm - Blooded Chainaxe, which rewards: 1000 Renown and Assault Critical Chance Improvement (the critical chance of assault actions is raised by 5% for all your ships).

By capturing Sicarus, you complete Gathering Storm - Brother's Hand, which rewards: 1000 Renown and Bravery Permanently Improved (the bravery of all your ships is increased by 5).


Herald of Gods and Angels of Death becomes available.


The Blackstone Fortress takes up 750 points.

The Vengeful Spirit takes up 726 points.



Herald of Gods and Angels of Death - This will be a massive battle so you will start with your leadership points but the rest of your ships will immediately be able to reinforce you. You will fight a bunch of Imperium ships, once you kill most of them Spire will come onto the map from the spawn across from you, and The Phalanx will teleport right in front of you. Destroy the Phalanx, then destroy Spire. You will be reinforced by Vrane with a repaired and corrupted Macragge's Honour that he captains. Once you kill Spire, Vrane will betray you, so destroy his ship. Victory.



Blood Purge
Completing Blood Purge mission will grant 1000 Renown and give you Jasul Barass, a Khorne Marked Legion Admiral. If gained before you get your 3rd Marked Legion Fleet, you will be 3/2 for Marked Legion Fleets. Make sure you are 2/2 Marked Legion Fleet's before you complete this mission.


Blackstone Fortress
Once you get the Blackstone Fortress, the ideal skills for it's Admiral would be Void Shield and Micro-Warp Jump, and Augur Probe if you can't get one of those.

If your Blackstone Fortress admiral has Void Shield and Micro-Warp Jump, then you want at least a 2nd Admiral with Augur Probe and ideally Daemonic Ritual skill so that if the Blackstone Fortress takes troop damage you can restore it's troop numbers (this is particularly important facing the Tyranids and Space Marines). The Blackstone Fortress has 35 troops (35 Green, 35 Yellow, 35 Red) and is incredibly powerful but if the enemy kills most of its troops you'll have to keep it in Agripinaa recovering all the time.

The Blackstone Fortress fleet at 1000 Fleet Capacity will only really be able to field a Hellbringer Mk2 and 2 escorts. In that 2nd fleet you probably want to bring a bunch of Hellbringer Mk2's to max out how many ships you can bring, maybe have the 2nd Fleet's flagship be an Acheron once you get to 1500+ Leadership.



5 Comments
MinMaxRex  [author] Apr 15 @ 2:15pm 
@jaersavo - Tyranids end up consuming systems so yeah, I think the Tyranid campaign naturally would cause you to end up not needing to pay attention to certain systems. How long it takes to get to that point I don't remember.
jaersavo Apr 13 @ 4:51am 
Ah, I always have the mentality to paint the entire map in my colour, and on medium difficulty it's already tedious to defend 3 invasions / turn.
Tyrannis could be easier on ahrd then? Because it's less interesting to keep sectors anyway?
MinMaxRex  [author] Apr 9 @ 5:15pm 
@Jaersavo - I played on Hard to get the achievement. It is tedious, you pretty much have to fight most battles unless the invasion is like 1 fleet when you have 3 full fleets defending. That's why once you have beaten all missions in certain sectors and you have enough resources saved up, for your sanity's sake you may want to abandon certain sectors so you don't have to spread your forces so thin or fight so many defensive battles.
jaersavo Apr 9 @ 3:49pm 
on what difficulty did you play?
my first try failed miserably and I came here looking for a guide. It really helped me in my second try.
Only thing, sometimes it feels a bit tedious to fend of all of these invasions. Auto resolving leads to me losing ships. Is there anything one can do?
Zeka Mar 15 @ 10:09am 
There is a option in the Settings(i forget which) to allow the Gas Clouds and Asteroid Fields outline automatically visible without the need of hitting ALT. It is disabled by default and I dunno know why. Hitting ALT twice each battle is really annoying to me.