Battlefleet Gothic: Armada

Battlefleet Gothic: Armada

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Introductory Chaos Ordnance Tactics
By osric_athanasius
Early Advice for Low ranked Chaos Admirals.

The focus here is the development of kiting and the use of ordnance for light cruisers. This guide you through the use of the Hellbringer Mark I Chaos Light Cruiser. This guide should be only used to develop light cruiser tactics and may not aid in the use of fleets containing Cruisers or better.
   
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Introduction
So Admiral, you have joined the ranks of Chaos Undivided.

The tactic advice here is only for fleets comprising of light cruisers. As you access the more powerful classes of ship expect to have to adjust your tactics.
However, the aim here is develop a strong baseline force for you to expand from and gain you valuable experience in using chaos fleets.

Your choices of tactics at this stage is limited to direct brawling with your fleet or relying on ordnance to cripple your foes.
While both have there pros and cons, I recommend you focus your efforts on the use of ordnance and manuevuer.
This will change as you gain more experience and access to better ships.
Fleet composition
    You will need:
  • Minimum Ship Requirements: 2x Mark I Hellbringers. These will form the backbone of your ordnance firepower due to the 2 launch bays each.
  • You may opt for either a extra Mark I Hellbringer for more ordnance or a Mark II Hellbringer for the beginnings of experimentation with other tactics.
Tactics: Crippling Attrition
Tactics: Crippling Attrition
The aim of Crippling Attrition is to render the enemy fleet to unable to effectively engage you and face slow destruction. This will be done by repeated use of assault craft, lances and as a last resort: lightning strikes.
  1. Ship Selection:
    Two key reminders, maximise launch bays in your fleet and careful think about how you plan on scouting out your enemy without risking your carriers.
    Check your objectives. We will assume a cruiser clash for these tactics. Speciallised tactics and ship selection are needed for other missions.

  2. Pre-battle:
    This is where you get to make your life easier. While you only have a one and a half minute make the most of this time.

    First, look over the battlefield.
    Note where the gas clouds and asteroids fields are. You likely will need to use them if things are going badly.
    Also, work out were you can gain the most maneveuring space, you will need a lot.

    Second, place ships.

    Third, click on each ship. You will note that a number of abilities are greyed out. While you can not activate them now, you can set them to auto activate by right clicking on them.
    I recommend that you auto-activate boarding craft, lightning strikes, emergency repairs, reload and other special abilities.
    This is key at your current skill level. It reduces your micro management and give you time to focus on your maneveuring.
    You can also modify the auto engagement options and order ships to move to a location immediately as the battle begins.

  3. Early Battle:
    You have three key jobs in order at this stage: launch fighters, positioning and recon.

    Launching fighter straight away is your prioity.
    Remember how you set up the auto boarding craft, this does not trigger until you are within range. However, fighter do not have this restriction. These will act as your anti-torp defence.
    If possible, try to launch two rounds. However, do not launch if the enemy will close within the cooldown time.

    Positioning is next. Your key is to delay the engagement until you are ready. You also must move away from map edges to avoid being trapped later on. The exception is if your opponent fields a nova cannon or more, engage immediately.

    Recon is going to help you. I recommend either a auger probe or a expendable escort. The sooner, you identify your opponent, the sooner you can hurt them or avoid them.

  4. Contact:
    Your goal once within 12k is to maneveur to allow you boarding craft to damage enemy systems while staying out of direct fire of the enemy.
    This is going to use a lot of your time making use of special manevuers to counter his efforts close with you.
    This is where auto orders save you time and damage. However, there is one other action you must perform: setting your targeting priorities.

    Targetting Priorities:
    Each enemy ship should have a clear proirity.

    Escorts should be 4s as they will keep up with you close enough for your guns to engage with if no better target is available and you do not want to use assault boats on these guys. Use bombers if they are your only target.

    All cruisers or large should be set at 3s. Pick one enemy cruiser as a 2s. You will be focusing on this ship until crippled.
    Reserve a 1 for emergency changes in targetting.

    You should target key enemy ship systems in the following order: engines, generators, weapons then deck.
    Should you destroy the engines, target a new ship and disengage. This will force his fleet to chase and remove the crippled ship from immediate combat.
    Repeat until you out gun your opponent in the area.

  5. Clean up:
    Once, your enemy is spread out. You can finally crush him. Board away until his generators are down and then switch to bombers. At this point, you can close with your own guns, launch teleporting boarding attacks or consider ramming.
Options
    For added snergy:
  • Crew points invested in fighter squadrons.
  • Upgrading fighter squadrons reload time.
  • Recon options such as the Auger Probe.
  • Stasis Bombs with other bombs as optional extras.
  • Micro war jumps to get you out of trouble quickly.
  • Macro turret range increases and ship maneveuring upgrades.
Counters
    Counters:
  • Fighters: The traditional counter. The issue is imperium fleet are not able to access this early on. However, expect eldar and orks to have access early.
  • Tight formations: Auto turrets will fire on ordnance regardless of it's target. Ships close together will create overlapping fields of fire.
  • Turret upgrades.
  • Sudden maneveurs including ramming.
  • Avoiding chasing while leaving units behind. Warp out damaged units or bring them along.
Thanks
Thanks to:

Ahmazzan

Schola Astra Nautica Imperialis: Department of Heretical Studies: Traitor Fleets.

For other useful guides: check out Tactica Obscurus
11 Comments
osric_athanasius  [author] 26 Jul, 2016 @ 9:34pm 
Just a heads up. This guide is out of date by quite a few patchs. Sorry but I have not been in multiplayer enough to make the required changes.
Red Angel 27 Jun, 2016 @ 10:23am 
Thankyou very much for the amazing gide
Ninthshadow 25 Apr, 2016 @ 4:13pm 
This was relatively useful for finding my feet as Chaos. It's easy when you start to go into chaos thinking it'd play like the Imperium, due to both being 'beginner' races.

Aside from being a crash course on Launch bays, it also gets you into the long range mentality, which you need with a new Chaos fleet regardless of what you eventually turn it into.

Far too easy to get suckered into the Mk 1 lances because at least those are somewhat familiar to a newbie.
osric_athanasius  [author] 24 Apr, 2016 @ 8:00pm 
The Slaughter has some interesting tactical options.
RedDevilCG 24 Apr, 2016 @ 10:29am 
Great ranged guide. What are the best close in ships?
osric_athanasius  [author] 20 Apr, 2016 @ 11:53pm 
Thanks. Corrections made.
CTC 19 Apr, 2016 @ 7:00pm 
Nice guide.

Spelling fixes: Ordnance not Ordinance. Turret not Turrent.
osric_athanasius  [author] 15 Apr, 2016 @ 6:19pm 
Favours are too expensive to obtain early. But I would favour Mark of Khorne with an extra teleportium upgrade or Mark of Tzeentch. Slaanesh and Nurgle both favour close in action and ship designs.
Senet 15 Apr, 2016 @ 12:35pm 
But what favour would you recommend?
Senet 15 Apr, 2016 @ 12:35pm 
Just what I was looking for