Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

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Any Impailer fleet ideas?
I like making "gimmick" such as Tyranids that are solely for boarding enemy ships. They don't just destroy the ship, they turn them all into drifting hulks.

I was wondering if anyone has a good fleet with this idea but with Drukhari impailers?
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Showing 1-15 of 21 comments
Sobrius 15 Jul @ 8:10am 
Hi!
3 BS+cruiser
3 BS+escorts
Thats all.
yeah. Sobrius is right. Drukahari has only three good fleets:
three impalers BBs+one impaler cruiser.
Two hangars ships BBs and one impaler BB+escort.
Three BBs with torpedos and a cruiser with torpedos.
The last one can be different, but it will be mostly torpedos.
You can outrun aircraft so, hangars aren't really necessary;
Originally posted by Sobrius:
Hi!
3 BS+cruiser
3 BS+escorts
Thats all.

I just tried it against the Imperium. Freaking awesome!
Good!
You can play against necrons at super easy using only a LC to farm XP and get level 10.
Sobrius 15 Jul @ 11:36pm 
accept my invitation in friends, i`ll add you in our chat bfga2. you will gain answers on your questions and can play 1v1 and 2v2 games. there is many new players and you can play comfortable
Impalers would be good if they just behaved like torpedoes and ignore fighters, but they engage them in an unwinnable fight for some reason.
Originally posted by Scr(A)tch:
Impalers would be good if they just behaved like torpedoes and ignore fighters, but they engage them in an unwinnable fight for some reason.

Because they are NOT torpedos.
You wanted boarding torpedos with the capability of dealing multiple assault actions?

And the time they buy u to get away from the fighters, because of their resistance, is REALLY useful in some situations.
Originally posted by leao z 10:
Originally posted by Scr(A)tch:
Impalers would be good if they just behaved like torpedoes and ignore fighters, but they engage them in an unwinnable fight for some reason.

Because they are NOT torpedos.
You wanted boarding torpedos with the capability of dealing multiple assault actions?

And the time they buy u to get away from the fighters, because of their resistance, is REALLY useful in some situations.

Because they aren't torpedoes they have to be dumber than torpedoes, alright.

Also boarding torpedoes can go by 4 or 6, not 1x3 or 3x3. You can make an AA fleet with a volley of 36.

As for the niche usecase you mention, they would make decoys for fighters all the same if flying toward their target.
"Because they aren't torpedoes they have to be dumber than torpedoes, alright."
Because they are aircraft, capable of 360 degree turning to keep heading the enemy, they must act like aircraft.

"Also boarding torpedoes can go by 4 or 6, not 1x3 or 3x3. You can make an AA fleet with a volley of 36."
Ohhh, thx for telling me how the game works.
You want boarding torpedos, not aircraft (since u want to use the measures of these). Play adeptus astartes.

"As for the niche usecase you mention, they would make decoys for fighters all the same if flying toward their target"
and then the aircraft is going to keep heading to where YOU are heading. Great.
These seconds you'll waste to turn are going to be more time to the enemy to shoot you. And if you were heading AWAY from the enemy (and that's what you were doing to try this), then you'll need to stop going completely away from the enemy, or worse, you were waiting for the aircraft to arrive while heading one direction that is not the ideal tp get away.
Just weaker/less pratical.

I'm pretty sure they're going to just get directly into the enemy vessel if you use then close enough, before engajing aircraft btw.
Last edited by leao z 10; 18 Jul @ 6:39pm
Originally posted by leao z 10:
"Because they aren't torpedoes they have to be dumber than torpedoes, alright."
Because they are aircraft, capable of 360 degree turning to keep heading the enemy, they must act like aircraft.

"Also boarding torpedoes can go by 4 or 6, not 1x3 or 3x3. You can make an AA fleet with a volley of 36."
Ohhh, thx for telling me how the game works.
You want boarding torpedos, not aircraft (since u want to use the measures of these). Play adeptus astartes.

"As for the niche usecase you mention, they would make decoys for fighters all the same if flying toward their target"
and then the aircraft is going to keep heading to where YOU are heading. Great.
These seconds you'll waste to turn are going to be more time to the enemy to shoot you. And if you were heading AWAY from the enemy (and that's what you were doing to try this), then you'll need to stop going completely away from the enemy, or worse, you were waiting for the aircraft to arrive while heading one direction that is not the ideal tp get away.
Just weaker/less pratical.

I'm pretty sure they're going to just get directly into the enemy vessel if you use then close enough, before engajing aircraft btw.

You speak like games are meant to be the way they are and there are no other way to design them. It's not true so I don't care.

Being capable to turn doesn't mean you must turn.

As there's no way to order aircraft directly in flight, I'd rather want them smart (well, as smart as a torpedo can be) and focus on their mission.

If impalers go away from you, fighters will try to intercept them and move away from you as well, which is the best you can get to recloak fast.
leao z 10 19 Jul @ 10:04am 
"If impalers go away from you, fighters will try to intercept them and move away from you as well, which is the best you can get to recloak fast."
Thx for agreeding that it's useful?

"You speak like games are meant to be the way they are and there are no other way to design them. It's not true so I don't care."
I'm speaking of balance.

"As there's no way to order aircraft directly in flight, I'd rather want them smart (well, as smart as a torpedo can be) and focus on their mission."
You wanted each impaler to deal one boarding action?
Scr(A)tch 19 Jul @ 11:22am 
Originally posted by leao z 10:
"If impalers go away from you, fighters will try to intercept them and move away from you as well, which is the best you can get to recloak fast."
Thx for agreeding that it's useful?

"You speak like games are meant to be the way they are and there are no other way to design them. It's not true so I don't care."
I'm speaking of balance.

"As there's no way to order aircraft directly in flight, I'd rather want them smart (well, as smart as a torpedo can be) and focus on their mission."
You wanted each impaler to deal one boarding action?

If it can be useful, it would be better if the impalers didn't engage.

Ah yes balance. Balance is better done with numbers and pretty much any way, than assigning counterproductive behaviors to uncontrollable units. 1 assault action per Impaler would hardly be enough as, again, they come in lower counts than torpedoes, but 2 may be fair, also there are many numbers like HP, speed, turning speed, point cost and whatnot that can be tweaked, besides if they don't engage you can remove their anti-aircraft gun altogether.
leao z 10 19 Jul @ 11:26am 
Originally posted by Scr(A)tch:
Originally posted by leao z 10:
"If impalers go away from you, fighters will try to intercept them and move away from you as well, which is the best you can get to recloak fast."
Thx for agreeding that it's useful?

"You speak like games are meant to be the way they are and there are no other way to design them. It's not true so I don't care."
I'm speaking of balance.

"As there's no way to order aircraft directly in flight, I'd rather want them smart (well, as smart as a torpedo can be) and focus on their mission."
You wanted each impaler to deal one boarding action?

If it can be useful, it would be better if the impalers didn't engage.

Ah yes balance. Balance is better done with numbers and pretty much any way, than assigning counterproductive behaviors to uncontrollable units. 1 assault action per Impaler would hardly be enough as, again, they come in lower counts than torpedoes, but 2 may be fair, also there are many numbers like HP, speed, turning speed, point cost and whatnot that can be tweaked, besides if they don't engage you can remove their anti-aircraft gun altogether.

Well, it would be more useful against mixed fleets. But it would sacrifice their capability of destroying fleets without proper hangars when used with some hangars.

And all you want if you're playing drukahari is to crush stupid players who use all in. A balanced fleet EASILY counters drukahari. (:
Scr(A)tch 19 Jul @ 11:37am 
Originally posted by leao z 10:
Originally posted by Scr(A)tch:

If it can be useful, it would be better if the impalers didn't engage.

Ah yes balance. Balance is better done with numbers and pretty much any way, than assigning counterproductive behaviors to uncontrollable units. 1 assault action per Impaler would hardly be enough as, again, they come in lower counts than torpedoes, but 2 may be fair, also there are many numbers like HP, speed, turning speed, point cost and whatnot that can be tweaked, besides if they don't engage you can remove their anti-aircraft gun altogether.

Well, it would be more useful against mixed fleets. But it would sacrifice their capability of destroying fleets without proper hangars when used with some hangars.

And all you want if you're playing drukahari is to crush stupid players who use all in. A balanced fleet EASILY counters drukahari. (:

Lopsided matches aren't a good thing for either player.
leao z 10 19 Jul @ 12:07pm 
Originally posted by Scr(A)tch:
Originally posted by leao z 10:

Well, it would be more useful against mixed fleets. But it would sacrifice their capability of destroying fleets without proper hangars when used with some hangars.

And all you want if you're playing drukahari is to crush stupid players who use all in. A balanced fleet EASILY counters drukahari. (:

Lopsided matches aren't a good thing for either player.

Yes.
And it's way better than lose after making a balanced fleet because the enemy made a ♥♥♥♥♥♥♥ stupid all in.
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