Battlefleet Gothic: Armada II
Battlefleet Gothic: Armada II is the sequel to Battlefleet Gothic Armada and is the first 40k game to be set during the Gathering Storm, an event in which Geedubs finally decided to advance the storyline of 40k in a mostly positive way (to the shock of everyone).
The game will again be developed by Tindalos Studios and published by Focus Home Interactive, and will be released in early 2019. It looks like a decent game compared to Dawn of War of the Third.
- 1 Setting
- 2 Plot
- 3 Gameplay
- 4 Factions and Tactics
- 5 Links
As mentioned above, the game is set during the Gathering Storm event. To summarize: The armless crybaby known as Abaddon the Despoiler launched his 13th Black Crusade which ended with him rage quitting and dropping a Blackstone Fortress upon the planet of Cadia, destroying the planet (though it broke before the guard did) and it's pylons resulting in a chain reaction of warp-storms that created the Great Rift and divided the galaxy in half. It was also on a Monday which makes it double Heresy.
During this time, Ynnead awakened (thanks to the machinations of a certain Dick) and chose the craftworlder-turned-corsair-turned-wych Yvraine as its emissary. Yvraine saved the survivors from Cadia's destruction and traveled to the Ultramarine's homeworld of Macragge where they woke up Roboute Guilliman from his ten millennia long coma.
With more factions likely being made available after release, existing factions are having their ship rosters expanded tremendously, including the addition of various super-ships like the Phalanx, Macragge's Honour, Vengeful Spirit, and the like. Which is nice since it's easy to see what all these damn vessels and weapons look like in motion instead of using our imaginations or viewing smudged over concept art.
Written by none other than our SPIRITUAL LIEGE the game has three campaigns at launch: the Imperium, the Tyranids and the Necrons. The voice acting and plot actually look like more than five minutes were spent on them (
sorry glares at Dawn of War III). Which is nice since Nids and Neckrons usually get the short end of the stick when it comes to being shown in space battles. Said battles also look really, really good, funnily enough the following lines have no anti-Ward comments, which may mean either he has truly improved to awesome levels after his hiatus or no one bothered watching the credits, which also got some Lelith Hesperax fanservice but who cares about her if there is no Dark Eldar campaign yet. Go ahead, we are checking the page history to see how you react to this tip of information.
It has been confirmed that the Fall of Cadia will be the games Prologue/Tutorial. You get to command the Phalanx, so that's awesome. Also a Navy Captain gets blammed so Naval Commissars may not be as incompetent as we previously thought as evidence shows. You get to see CREED, which is great.
Players will again take control of Admiral Spire from the first game. Spire returns from warp travel, but due to the timey-wimy effects of the Warp, he discovers he has been transported several centuries after the Gothic War. He's now tasked with retaking the ruins of Cadia and safeguarding Imperial worlds from the Forces of Chaos and marauding Xenos. Many "special guest appearances" by current characters such as Rowboat and CREED are expected. Other character include:
- Admiral Catallia: Leader of Battlegroup Silver Dawn. She is also one of the dumbest motherfuckers in any sci-fi, giving Admiral Holdo a run for her money. Her stupid acts include but are not limited to using her flagship (a Battlecruiser at best) and a bunch of escorts to take on the VENGEFUL FUCKING SPIRIT, insta-killing tens of thousands, and attacking an Aeldari Craftworld for no reason in the middle of the 13th Black Crusade, while they and the Imperium were allies.
- Inquisitor Darkhammer:
A living caricature of the Imperial Inquisition (in other words he's a retarded asshole), famous for his rivalry with Inquisitor Valeria.A PROUD AND LOYAL SERVANT OF THE IMPERIUM! He can also be your enemy or friend when the decision has to be made.When he learns that you are going to ally with a xenos witch, he shows an incredible restraint by not ordering the nearest commissar to immediately put a bolt round in your head. He will instead persuade you to purge the xeno scum and valiantly lead a charge to cyclonic torpedo a whole craftworld, freeing the whole sector of the pesky eldar fags.
Lord High Admiral Drang: Initially an ally and one of your commanders, until he gets Blammed by Darkhammer for heresy.
- Commodore Kage: Your hypeman from the first game, and an all around bro.
- Magos Crawn: Space Tech-support.
Commodore-Captain Trevaux: One of the head personnell on the Phalanx.
Captain Tor Garadon: Head commander of the Phalanx.
The Campaign will have you liberate the Cadian sector and its surrounding territories from xenos and chaos. Killing off the major races requires going against their Titan-ship or destroying a massive structure. There are a few branching paths, like going with the Eldar over Darkhammer, or... "drama" with the Dark Angels, but functionally you’ll get virtually identical outcomes, just make sure your fleet isn't next to whoever your new enemy is. The Eldar drag you into drama involving a craftworld and a powerful artefact called the Infinity Circuit, and what you do with it next determines your future relations with the Eldar. Aside from that there's Chaos, Orks, Necrons and Tyranids you also have to deal with. Get ready to fight the Ancient One after killing enough Tyranids to track it down, a World Engine under construction capable of pre-sighted bombardments (and needs the contributions of the Blood Angels and Raven Guard!), Ork pirates obsessed with space whales and general pirate business (with TWO SPACE HULKS!), and Abbadon's forces who have floating chaotic structures ready to fuck your shit. At some point in time you will track a destroyed supply convoy and get ambushed by the Iron Warriors, bringing Failbadon's old flagship the Planet Killer in tow. Surviving this ambush allows the MACRAGGE’S HONOUR to arrive and fuck the enemy to death until the end of the campaign, so winning the battle is highly advisable. Of course, the final stage in the game involves fighting the Vengeful Spirit. Bring the Macragge's Honour for maximum AWESOME.
Players will take control of a Necron character named "Amarkun the Gatherer", who awakens after several millennia of slumber and is ordered to reawaken the nearby tomb worlds. Amarkun will come into conflict with several factions and eventually come across Trazyn the Infinite. You’ll have to kill the Tyranids and the Ancient One to get another dynasty on your side. At some point you will have to face the FUCKING PHALANX in order to get a Trionic Activator promised by Trazyn, and that will require your best gameplay. While it can’t be confirmed yet, multiple videos are showing an insta-fail if at least a third of your fleet is even turned to drifting hulks. If you know how to board and properly time the solar storms, Trazyn will become the ultimate troll and destroy the Phalanx from the inside via tyranid swarms. Trazyn will also convince you to use the Dark Throne for a better purpose than what Kepherekh wants, leading to a coup. To aid in defending the Dark Throne, a webway gate defended by Voidstinger must be destroyed or captured. Then you’ll need to use the power of the C’Tan to destroy Craftworld Os’tara. You’ll also have to kill the Ork pirates, just like every campaign. Unless you’re feeling ballsy and want to make things interesting, taking on the space hulks at full health is inadvisable. Wait until one of them dies and the remaining one is critically damaged (boring and time consuming, but easy).
Trollzyn will also leak the Dark Throne’s position to none other than Lord High Admiral Spire and his Astartes allies, and you must defend it with the help of Tremor Cannon bombardments. Protect the capture zones. Trazyn says this scheme was so easy since humans trust too easily (ironic given the Imperial Creed...). For those who hate the Ultrasmurfs, you’ll also have a chance to stick it to Big Smurf himself. Just be careful of the Maccragge’s Honour. Trazyn keeps a few things of value from the wreckage, and it’s suggested it could be Guilliman (although unconfirmed). In an effort to counter Thousand Sons meddling with the webway, you’ll also fight Abbadon and the Vengeful Spirit. Interestingly this isn’t the final boss, but instead is Huron Fucking Blackheart of the Red Corsairs! Destroy the Blackstone Fortress and close the Eye of Terror while making the Necrons top dog.
Trazyn the Infinite: The most famous collector in 40K and a lulzy figure who’s great at trolling. Easily the best Necron in existence.
Amarkun the Gatherer: A new character, and the one you play as that must unite the Necron dynasties. His character is that of a reluctant warrior, who doesn’t want unnecessary bloodshed. A rare quality in the 40K universe.
Cryptek Zaa of Tomorrow: While he fills the obligatory ‘right hand man’ role, he and Trazyn also goad you into overthrowing Kepherekh. Pretty smart guy.
Phaeron Kepherekh the Unbroken: The Head Necron who orders you around. You will overthrow him later on, and use the Dark Throne for a much better purpose.
Commander Vorekh: Kepherekh’s lapdog, and another guy to kill.
Just eat the whole galaxy. By this point you should know the drill. You have access to the Ancient One at some point, a ship with Psychic Scream and boarding actions on SUPER STEROIDS. Since the Tyranids came a long way from the Dawn of War series and forgot how to talk, all narration comes from the perspective of your future lunch. The Eldar and Iron Hands try to form an alliance with eachother to stop the tyranids, but this goes about as badly as you could predict since the Tyranids are the ones kicking ass. Imperial forces try and fail to defend the Eldar craftworld (the hardest part of the mission) but are ultimately swept aside as Eldrathan and his allies run around in their frail ships and become Tyranid food. The Eldar craftworld cannons are pre-sighted and capable of friendly fire, so lure the Imperials into that for extra lulz. The Orks on the other hand want space titans and to eventually make a big WAAAGGHHH! to krump da Tyranidz, and this will predictably fail as well. It goes just like the other campaigns when you’re fighting the Orks. However, it appears these space hulks now have Orky nova kannons that FOLLOW YOU, so be careful. Later on you’ll once again encounter Admiral Catallia as she tries to escort refugees from the Scarus Sector, but that effort will be in vain as she’s nommed and her fleet gets more panicked. Perhaps cruel karma flr her actions against an Eldar Craftowrld and getting her fleet wiped against Abbadon. Considering Fabricator Cambrius broke his promise for aid that could be a possibility... There comes a point where you must fight Abbadon. First, you must deal with his chaos-god aligned lackeys and their respective unique abilities. After that, face down the Vengeful Spirit and destroy the forces of chaos once and for all.
The Necrons will at first relegate their vassals and then their main forces to defend their holdings across the map. Driven back to the region of the Iron Throne, they will try to defend it with a tremor cannon capable of pre-sighted bombardments and defense platforms. A skilled hive mind will try to trick the necrons into moving into the radius of these attacks for max lulz. Then you’ll have to fight through more vassals as you capture random zones to destroy the tremor cannon, and send tyranids to the surface. Not even Trollzyn’s aid can save the necrons and their outraged leader. In a rather lulzy sequence, you’ll then to take on the 2 biggest assholes in the Imperium: Fabricator Cambrius and Inquisitor Darkhammer. This is an escort mission where you must break through the enemy blockade while protecting drone tyranids (how you as a hivemind cant command them is beyond me). To speed this mission up, destroy Darkhammer and Cambrius’ flagships. The Imperials will mount a full retreat, and you get to hear Guilliman whine some more about how the Tyranids are kicking serious ass and more gene-stealer invasions. Lord Admiral Spire is tasked by Guilliman to hold the line, and the Blood Angels answer the call for aid. Of course, this only delays the inevitables as you destroy Captain Donatos’ fleet. His last words apparently are to bring him in closer. The navigator for Spire’s fleet is incapacitated, which means no Imperial Navy aid for the astartes in another region. This leaves the Space Wolves, Dark Angels, and Raven Guard to converse amongst themselves when the Space Wolf makes the lulziest roast of the Dark Angels in 40K history. Of course, this coalition of Space Marines is no match for the tyranid hivemind, and you get to hear Guilliman consoling a grieving Admiral Spire as he beats himself up over not being present to aid the Astartes. Lord High Admiral Spire then pledges his forces to defend the entranceway to Cadia with the help of a space station. The mission tells you to board the station, but outright destroying it will deprive you of dialogue. The crew offers to cover a retreat for the outmatched Imperials, but that isn’t in Spire’s DNA (most of the time).From there, destroy Spire’s fleet and hear the man try desperately to escape as his reactors begin to fail. After that mission you hear Guilliman realize only he stands between Terra and absolute destruction. He’ll make a pretty nice speech to the Imperials who are present to defend Cadia. The speech did not help. After fighting your way to the Cadian Gate itself, you hear Guilliman and his forces try to make a strategy over the asteroid fields and lack of sensory capabilities. From there you fight through a bunch of lightly armored ships, then the Maccragge’s Honour itself. Simply destroy that ship to win. Inflicting enough damage sees massive space marine reinforcements so work fast. However, you also gain access to The Ancient One. Guilliman stubbornly refuses to retreat despite the increasing levels of damage to his ship, and when he’s about to die he apologizes to the Emperor for failing him and his Imperium. After destroying the ship, everyone retreats as they state that Guilliman is lost. You’re greeted with a cutscene showing the Tyranids on the march towards Terra itself.
You strangely hear from Guilliman when the enemy races become tyranid food. For the Orks, he laments that mankind is screwed if even a hardy and kunning race like them is killed. For the Eldar, he’s sad that
NO BIG TIDDY ELDAR GF the Eldar died in such a horrible way and that the galaxy will be worse off without them despite their sneaky ways. He gets pissed off that the Tyranids cockblocked him from the glory of killing Abbadon, and fears humanity is next. When the necrons die, he’s worried that not even the ancient superpower that were the necrons could stop the tyranids, but vows to learn from recent defeats to defend humanity and emerge stronger.
Aside from some balance changes, gameplay will feel extremely similar (read: almost the exactly the same, but hey don't fix what aint broke) to BFGA1, so go read that page if you want a breakdown of the gameplay. The new factions will of course be a new experience, as with some new additions gameplay wise. Titan-class ships are playable in campaign and will be available in multiplayer sometime.
In the Campaign, each faction starts with one sector and proceeds to go liberate/awaken/OMNOMNOM their way around the Cadian Gate along with other sectors. Players can now create new fleets to defend or add to their armada since the Imperial Navy/Nepheru/Leviathan could not do it alone.
In each sector contains a variety of worlds (I'm not sure if it's accurate) that benefit and harm you at a same time. Some of these worlds are:
AgriWorlds: Producers of the resources you need.
ForgeWorlds: They give you buffs to your fleet.
MiningWorld: Some more resources.
As well as others. They even added a threat meter that increases the chances of retaliation and attacks at random per enemy turn as well as if you keep attaking enemy controlled worlds.
Should you cap a world to you, you have the option to build defences such as mines, defensive platforms to a space station.
A new thing called 'battleplans' was added as well. They are the ones that unlocks certain worlds or delays enemy attacks. To obtain such resource is to board enemy ships that have such products.
To the Tyranids, each world per sector is being consumed overtime to produce the resources needed to expand the Hive Fleet which is unique to those playing as said Space Locust. So instead of a constant flow of resources in small amounts, you get ECKSBAWKS HEUG amount of them in a short time.
Factions and Tactics
So far, the developers have confirmed all the factions from the original are making a comeback, but also Tyranid hive fleets, Necron fleets, dark Eldar, Mechanicum forge fleets and others are coming too. The following subfactions are based on the most famous and powerful elements of the main factions. For example, the AdMech subfactions are based on forge worlds while the Space Marine subfactions are based on the 1st Founding Legions. Gameplay is still a mix of direct and indirect attacks and abilities from your various warships, with proper positioning, upgrading, resource management being key to victory.
The well rounded jack-of-all-trades fleet. They have a nice selection of cruisers and battle cruisers which allow for tons different combos, although they are usually better in brawls, with the Overlord Battle Cruiser and the Tyrant Cruiser having the benefit of the plasma macro-cannon batteries. On the other hand, if you feel like you want a challenge or are finding Ork and SM and Tyranid ships hard to deal with you can go for Gothic and Dictator cruisers and Mars Battlecruisers, as their respective lances and ordinance bays allow you to stay relatively out of danger.
Imperial Navy Fleets
Gothic: Known from the first game for kicking Chaos ass in space and stopping the armless failure we all know and love.
Solar: A proud and storied fleet that is also Terra’s last line of defense.
Armageddon: A fleet in the Armageddon system that’s rather good at Ork killing.
Bakka: A fleet known for the first Tyrannic War and the Battle for Macragge. Admiral Rath of the Dominus Astra is a fine addition to this fleet’s badass history.
Bastion: The biggest permanently stationed fleet after Battlefleet Solar, thanks to their recruitment from multiple sectors. Will definitely need those numbers since they’re tasked with patrolling the newly expanded Eye of Terror.
Koronus: Busy keeping out the worst the Halo Stars have to offer. Operates between Port Wander and Drusus Marches.
Adeptus Mechanicus Fleets
Nova Cannons, Nova Cannons everywhere! New fleet introduced for the sequel. Largely similar to the Imperial Navy except with fewer ship. Use the slowly charging Nova Cannon and win at long range. Not advisable against the Eldar for obvious reasons.
The AdMech plays as a sort of hybrid between Imperial and Chaos: They have the long range lances and cannons of Chaos but similar armour and speed to Imperial. The key difference is that all of their ships have the "exceptional accuracy" attribute which makes them more accurate at long range and better technical skills for repairing their ships. Also got a buff in the second patch where all of their Nova Cannons have access to one shot of a skill called "Eye of the Omnissiah" that slows any ships hit by a massive amount for a whole 30 seconds, which can be game changing if you use it right.
Agripinaa: A world near the Cadian Gate that suffered many raids. Luckily for them, they give as good as they get.
Graia: A mobile forge world capable of warp travel. Its Battlefleet was made to escort this FUCKHUEG spaceship/forge world.
Lucius: Your run of the mill forge world known for supplying shit to many other battle groups. Has an artificial sun in its planetary core, which is why it’s so powerful.
Mars: The home of the AdMech and the forge world we all know and love. As such it’s the greatest and most advanced of all the forge worlds. Has a rich history and dark secrets under the surface.
Metalica: Not so subtly named after the famous metal band, this forge world has no life at all but a shitload of natural resources. Has been able to produce shit for many campaigns, including the one on Armageddon.
Ryza: Many Ork WAAAGHS! seem to have a fetish for this forge world. Is known for its great plasma weaponry and the genesis of the Stormblade tank. The dark days of the 41st Milennium will make this forge world and its stores and abilities especially valuable.
Stygies VIII: A forge world that would’ve fell to Horus if not for the Eldar. The High Lords are worried this new bond will lead to Xeno corruption and HERESY, even though this is a stupid line of logic since that would make the Tallarn Desert Raiders regiment questionable as well.
Get up close and tear your enemy a new one with massed boarding actions and lightning strikes. SM ships have very strong armor and can take the punishment. Use this technique against the biggest enemy ships first, making the enemy flagships into drifting hulks. Your battle barge and 3 strike cruisers (or fleet made up of strike cruisers only) should be able to deal with whatever is left of the enemy fleet. Beware of scuttling actions by the enemy, as this can fuck up your fleet. Also, make sure your enemy doesn't retake their ships. Your goal as a space marine fleet is to turn the enemy fleet into a bunch of drifting hulks, because that is what your fleet is best at. They also dont need to worry about mutinies.
Also, remember every single one of your ships has Honor the Chapter, which gives you a free short-ranged boarding action that ignores Shields and has a high critical rate.
That includes Escorts Not as of the second patch. Use them. You also have torpedoes with zero spread, which means that at long range they'll do more damage than other torpedo-equipped ships. Their HP is low but their armor makes up for it.
Chapters of the Space Marines
Salamanders: Burner bois and absolute bros.
Ultramarines - you know them, you love to...Well, up to you. Either way, you get a Gloriana class Battleship ready to broadside the shit out of anything nearby. Have fun.
White Scars- Speedy bois
Iron Hands- The flesh is WEAK!
Dark Angels- Definitely not traitors.
Imperial Fists - good news, you get the Phalanx and by Jesus does it wreck shit for Chaos. You can tank ramming a Blackstone Fortress to death and look cooler on the other side. Bad news ; you don't get to use it after. Boo
Blood Angels- Fabulous and furious.
Space Wolves- FURRIES!
Raven Guard- Sneaky bois
Fleets of Chaos
Your typical spiky Space Marines. Ships aren't as tough as their Imperial counterparts but are faster, have longer range, and more powerful lances. Standard tactics basically involve playing keep-away with every single faction. Bombers/carrier spam in general are great for dealing extensive damage, and against dedicated close combat factions such as the Orks and the Eldar refractor fields are life-savers. Ideally you want to hit enemy ships from outside their sensor range, this can be tricky as you will need to get the enemy ships revealed, a work your escorts can do decently.
They also still have their marks from the first game. Nurgle is still a powerful one although not quite as amazing as BGA1's Nurgle mark. Khorne too gives some big buffs to your boarding defenses and a bonus action when using lightning strikes and assaults, also horns, like a lot of them, your ships become quite spiky, as a simple advice it may be a good idea to take some Carnage cruisers as they are the main brawlers of the chaos fleets and upgrade them with Khorne's mark. Slaanesh's mark is very useful now as it increases your speed (6x Slaanesh Slaughter cruisers = Eldar tears) and is powerful against slower fleets like Orks. Tzeentch mark is good for being sneaky with long ranged attacks and for getting spiffy castles on your ships.
Factions of the Forces of Chaos
Alpha Legion: Don’t exist
Lost and the Damned: Run of the mill heretics
World Eaters: KILL. EVERYTHING.
Emperor’s Children: Some of the sickest fucks in the galaxy.
Thousand Sons - did nothing wrong.
Iron Warriors - Somehow got the Planet Killer from the Black Legion. Edgy Manchildren. (don't say that to their faces)
Death Guard: Never took a shower for 10 thousand years.
Red Corsairs: The deadliest pirates in the galaxy.
Night Lords: Spooky.
Word Bearers: The ones who started it all...
Black Legion - do you like killing whole squadrons with one broadside? Love cutscene power to the max? Well,you've got the Vengeful Spirit on your side and she's ready to strut.
In campaign, they will have a damaged Craftworld whose gimmick is pre-sighted bombardments that enemy ships DO NOT want to be in. Like the first game, they can be your friends or enemies. Despite being three separate factions in the multiplayer, in the campaign all three are treated as one faction. In fact most battles against them while compose of mixed fleets with ships from all the factions.
The factions are:
- The Corsairs are the Aeldari from the first game lead by Eldrathan. They can be your friends or enemies too, although their aid is relatively minimal compared to the effort you as a player have to put in. Plays basically the same as they did in the first game for better or worse, with the major difference being that Shadowfields at max strength will block Lightning Strikes.
Aeldari Corsair Fleets
Sky Raiders: Notoriously vicious attackers mistaken for Dark Eldar. Are Bro-Tier enough to assist Eldar Craftworlds.
Eldritch Raiders: They follow Prince Yriel. Abandoned Craftworld Iyanden and harassed Imperial shipping for decades, but shrugged off this streak of dickishness to save their former Craftworld from being nommed by Tyranids.
Steeleye Reavers: Originated from Craftworld Ulthwe. Nothing else is known about them.
Sun Blitz: Believed to be aligned with Craftworld Alaitoc by the Ordo Xenos, but are also bitter rivals with other corsair fleets. The cause of such a rivalry is unknown.
Twilight Sword: Love being pirates, and are supposedly honorable in battle (if this doesn’t put them at a disadvantage).
Void Dragon: A big and aggressive pirate fleet that operates across the galaxy. Infamous for being unpredictable and having enough balls to engage significantly stronger foes (unlike their other knife-eared pansy brothers and sisters)
Ynnari: Worshippers of Ynnead because it will supposedly free them from the strict lifestyle the Eldar force themselves to follow after the Fall of the Eldar. Can’t blame them for it either, not many people want to be celibate and boring for the rest of their lives (and Eldar have VERY VERY long lifespans...) They also play exactly like the first game minus a few minor changes, which can be said for the entire eldar races in the game. Really fast glass cannons that can only fire from the front.
- Craftworld Eldar play a bit like Eldar-Light: Not quite as fast as the Dark Eldar or Corsairs and don't do quite as much damage but nowhere near as squishy. Still cant compete with any Imperial or even Chaos ships of the same weight class in a fair one-on-one fight so you still need to micro them to get the job done.
Ynnari: So good they got included twice. Lots of Eldar seem to love this guy. Can't imagine why... (hint: life is a lot more interesting under his lead) This movement however is currently underground thanks to distrust and fear by more traditional Eldar.
Alaitoc: Is always fighting the Necrons. They were the only ones among the Eldar who knew they'd come back (every faction's gotta have ignorance in some fashion it seems).
Biel-Tan: Militaristic and as Xenophobic and arrogant as the Imperium, despite being almost as badly fucked up as Iyanden due to recent events. Highly territorial of Maiden Worlds, willing to RIP AND TEAR any invaders of such worlds. One could wonder how they and the Imperium have so much in common. Still salty after losing their Craftworld to Skarbrand
Lyanden: Used to be populous, but is now full of dead Eldar in Wraithbone constructs. The dead souls have extra huge balls (a trait unusual amongst the rest of their kin) by risking the damnation of their souls to defend their Craftworld.
Saim-Hann: Is willing to follow the Eldar path with "flexibility", and is considered the more wild and dangerous of their fellow Craftworlds. They're very forthright and borderline reckless in war.
Ulthwé: Famous for its Seers and endless war against whatever the Eye of Terror feels like shitting out. Formerly led by one of the biggest dicks of them all: Eldrad Ulthran. Currently looking for the best timeline to strive towards.
Home! I'll go home. And I'll think of some way to get Ynnead back. After all, tomorrow is another day. Big worshippers of Ynnead. Has strong ties with the Ynnari and Yvraine.
- Drukhari Pirate Fleets
- Everyone's favorite emo-elves are back as one of the new factions for BGA2. Essentially their fleet can be described as the most glass-cannoney of the glass cannons. They share the same speed and powerful weaponry as their Craftworld cousins, but they have WAAAY better boarding/crew abilities and complete stealth at the expense of even worse armour and defenses (they don't have holofields or shields). Overall the Elder from BGAI with a dose of even moar micro.
- Also, dark matter cannons with no wind-up, huge AOE, slows 50%, and eats through shields. Use it whenever possible to kite. Be extremely cautious around Tau; they can easily ping you, have lots of fighters to deploy, and then spam guided torps on the fighter-marked target. Quite good at knocking out opponents troops and ships can actually replenish their own troop count if the turn a ship into a hulk. hilariously though they have poor moral. Also if your stealth gets knocked out you're fucked with a capital F as DElder ships melt under coordinated fire. Don't let yourself get caught or you are done, if one of your ships get tagged with a probe turn tail and get it out of range of the enemy.
Drukhari Pirate Fleets
Black Heart: Biggest and strongest Cabal in Commoragh. Encourages strife between the smaller Cabals.
Broken Sigil: Loves confusion and anarchy. Terrorizes countless worlds because they can. Seen as predictable by their peers, and hated for it.
Dying Sun: Hates anything non-traditional or steeped in it. Can destroy stars. Its leader is obsessed with the metaphor of despair that destroying light can bring.
Flayed Skull: Closest to rivaling the Black Heart. Its Archon Lord Vraesque attracts the most ambitious pilots and therefore makes their fleet quite skilled.
Iron Thorn: A force to be reckoned with even after Vect's rise to power. Pride themselves on being "True Blood".
Last Hatred: Want to transcend death itself. To do this, they need many experimental subjects, who they get from undefended areas.
The Severed: Completely space-bound after a failed coup. Collect severed hands to pledge allegiance to their Archon, who's also missing a hand.
Basically like the orks from the first game. Ram everything, lots of dakka, no accuracy, and shit morale. In campaign, they are obsessed with space whales and you have 2 space hulks to fight against!
Da Ork Clanz
Goffs - Do you like hitting things with a massive rubbish pile and walking away just fine? go for these guys. Also... RIP AND TEAR!
Evil Suns - RED MAKES IT GO FASTA
Bad Moons - the 1% of ork kultur. Their teef grow da fastist, and thus have the most teef to spend. This means they have da best dakka and equipmint!
Freebootas (Ork Pirate) - YAR HAR FIDDLE DE DE Being a pirate is alright to be do what you want cause a pirate is free you are a pirate! It's a wonder why more orks don't join these guys.
Blood Axes - Seen as un-orky even by other orks for their long-running history with mankind. This history involves being mercenaries for humanity in exchange for human guns and equipment, which always ends up being turned against the blood axe employers anyway.
Deathskulls - if the ultramarine's were orks (and massive looters)
In one of the most particularly hilarious/infuriating twists from Tindalos, the Necrons are NO LONGER SUPER OVERPOWERED NOW! Also, they're the slowest ships in the game by a huge margin and have some of the weakest, slow-firing weapons too. They also don't have shields, which leaves them really open to ordinance skills and critical hits more than any other fleet, with intense fighter management needed to prevent boarding spam. Overall one of the more underpowered factions, unlike the fluff.
THAT SAID... there are ways to make them work to a degree.
Most Necron abilities are better defensively. Starpulse can knock out fighters, torpedoes, bombers, assault boats, anything small. Stagger it out so that between your ships you always have at least one Starpulse available to wreck their fighters. The dispersed lightning arc has great utility. You need hit only three ships with it for it to be more effective than reload stance. But your ships default to 13500 range, not the 9000 needed to make use of it. Always set your engagement distance. When your lightning arcs are upgraded to drop armor by 25, set your engagement range to the required 4500. Also, the pull ability for lightning arcs can keep opposing ships in range for the armor pen effect. Don't forget Transdimensional Bolt. It has unlimited uses, it has an extremely fast Cooldown, you can aim it to hit the enemies whole fleet if lined up properly, and it does as much damage as a starpulse wave while ignoring armor and shields. Scarab Swarm nets you the largest overall benefit to any of the Necron abilities, with the catch being that it's pretty easy to see coming. The game hands you Mass Recall+Scarab Swarm at the beginning though, so that ones easy. You really want to put out hurt though, warp into the center of an enemy fleet, mass recall, and then scarab swarm.
Don't forget that Necrons actually do not suck at boarding. Even before upgrading it they have pretty decent troop efficiency. They also have two leader upgrades that make it stronger and cause fires, and four upgrades to make it stronger in your tech. Also, avoid asteroid fields like the plague unless you have a leader cutting out their damage.
Mephrit- A dynasty that woke up to the galactic shitstorm we all know and love. It's phaeron was lost during the great sleep. Because it has access to the best Necron equipment, unity of this dynasty would mean the galaxy has to bite the pillow.
Nepheru- Just like other dynasties, they found primitives living in what was once their turf. This has led to predictable rage and a desire to rip and tear the inhabitants.
Nephrekh- This dynasty has an expansive territory near the galactic core, centered around the ancient crownworld of Aryand. Their worlds are rich in resources and make this dynasty fleet especially dangerous.
Nihilakh- A bunch of isolationists who want to maintain their holdings rather than expand. This is good for the galaxy at large. Their military might isn't weakened by petty wars, but would-be invaders would be all the more unwise to face them.
Novokh- Aggressive and expansionist. Other necrons think this dynasty's actions are unfocused and lack restraint, but this dynasty's blood-red ships don't give a fuck.
Sautekh- This dynasty survived the great sleep the most intact out of all its rivals. This dynasty took advantage of that and expanded its borders while taking over lesser dynasties.
Temeryn- This dynasty woke up to find its domains mostly destroyed by the eye of terror. With much rage, they now have to be the Nepheru's bitch.
Thokt- The vessels of this dynasty are very radioactive since their coreworlds are in the Hyrakii Deeps. This means that this dynasty is seen as the bringers of plagues and sicknesses (though these sicknesses are radioactive).
The space communists are back, but this time split into two factions: The Protector Fleet and the T'au Merchant Fleet.
- The Protector Fleet are the returning fleet from the first game and play basicly the same: extremely long range and the deadly seeker missiles, but are fragile and weak in CQC engagements, like the rest of their race. They are also fucking slow.
Sa’cea- A harsh world that produces a predictably determined people. They contributed more colonization fleets to the 2nd sphere expansion than any other Sept World, and became a big contributor in the eyes of the Tau.
Dal'yth- Heavily buttfucked in the Damocles Crusade, whose people have PTSD from the massive buttfucking despite the planet being rebuilt. To the Dal'yth citizens, serving in the protector fleets is a huge duty.
D'yanoi- Its isolation from the Tau Empire set this place back technologically, but its protector fleet was still technologically on par. Knowing their isolation, the Sept fleet spared no expensive in defensive abilities.
Farsight Enclaves- Led by the most popular weeabo space communist who realized the Greater Good was bullshit. As such, they don't have as many resources as the rest of the Tau septs but still have a mighty fleet to protect against humans, orks, tyranids, and other shit.
T'au- The capital of the Tau empire made of harsh deserts and huge spire cities. As such it has the largest fleet for its defense. No human has ever set foot on the planet, and the fleet wants to keep it that way (though this will actually depend on whether Shadowsun and the 5th sphere expansion can do their job, given the Death Guard's current incursions).
T'aun- The Tau's first off-world colony that remains a haven for space-farers even today. This Sept never lacks enthusiastic recruits, and lends vessels to other Septs found lacking in protection.
- The T'au Merchant Fleets are a sorta new addition (they were mentioned in the old Battlefleet Gothic rulebooks), this fleet is more carrier based than anything. Otherwise, it shares the same strengths and weaknesses as the rest of the Tau. Also, this fleet is the definition of spam.
Sa'cea- A merchant fleet less numerous than other Sept worlds but no less active. Their world apparently has hardships so deadly that traveling in the unknown reaches of the void matters little in comparison.
Dal'yth- Is one of the 19 wonders of the Tau Empire, and is a steady trade hub for the Empire (with an equally steady flow of ships to defend it). Is a beacon of Tau superiority since its has the largest amount of aliens trading in its starports than anywhere else.
D'yanoi- Upon renewing contact with the Tau Empire, numerous trade opportunities opened up which lead to this Sept's merchant fleets expanding greatly. Which of course, was for the Greater Good.
Farsight Enclaves- The value of trade for this breakaway Sept cannot be understated given its current circumstances, so its merchant fleets have fearsome weaponry and engage in many one-sided trade deals.
T'au- Is the Tau capital, and is at the heart of Tau trading and commerce. As always, that means its merchant fleets are the strongest.
T'aun- Another hub of trade with a powerful merchant fleet, whose fleet is said to travel further beyond the Tau reaches than any other. If you see a Tau merchant fleet trying to spread the Greater Good, there's a good chance it's them.
Tyranid Hive Fleets
The Tyranid Hive Fleets are a bit unusual. Basically every other ship from ever other faction is basied off the models present in the tabletop game to a really faithful degree. These guys? Not so much. The old models for Tyranid Hive were, in a word, hideous so Tindalos went ahead and created entirely new ships from scratch. They still look hideous mind you, but they look like the are supposed to look hideous so it works out.
Game play wise they are an odd mix between Eldar and Orks: They have standard shields, but their defense turrets are tied to the amount of shields they have making them very vulnerable to ordnance once they are down. Also their maneuvers are very similar to the Eldar. Their guns aren't worth a damn, but to make up for that they can OM NOM NOM your opponents troops like Pringles and have a few ships dedicated to ramming. Hell they have one ship that has a beak and can actually use melee attacks against other ships. Its derpy/awesome as it sounds. Be advised that when their escorts die (or on command) they release a spore field that slows by 50% and deals damage, do be aware that this slow stacks manipulatively so two will drop your speed by 75% and so on.
As of the second patch they are able to eat some of their own troops to replenish the amount of times you can use skills, but they also have a skill that replenished troops. Infinite boarding charges HOOOOOOOOOOOOO.
Tyranid Hive Fleets
Kraken: As typical of any Tyranid Fleet lucky enough to get away, they adapted and learned from their mistakes. This trait (along with many others) almost led them to omnom Craftworld Iyanden.
Leviathan: Out of all the fuckhueg Tyranid Fleets, this one is the most ECKSBAWKS HUEG of them all. Currently one of the galaxy’s biggest threats.
Ouroboris: Origins unknown, and Imperial records suggest sightings of this fleet alongside Chaos incursions (although unconfirmed). Is also rumored to have arrived at the Cadian Gate as early (or earlier) than M36.
Tiamet: One of the earliest “Forgotten Fleets” (fleets suppressed or misanalyzed thanks to the Imperial bureaucracy we all know and love). Is harder to kill than a roach infestation, and survived their original worlds being fusion-bombed.
Hydra: Awakened thanks to the pointy-eared emo faggots. More Om-Nom-Nommy than your average Tyranid Fleet, because they breed like rabbits (relatively speaking in Tyranid terms, anyway.) For some reason, they team-kill and om-nom older Tyranid fleets.
Gorgon: A Hive Fleet so adaptive it made the Tau and Imperium do a temporary alliance (which lasted a predictably short time, I might add).