Carrier Based Imperial Fleet - Warhammer 40K Fantasy
 

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  1. #1
    Superflat Monogram Sayomi Akimoto's Avatar
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    Carrier Based Imperial Fleet

    Hey there folks, I've been itching to try Battlefleet Gothic, and now that I've finished up my Imperial Guard, I've decided that my new project will be gathering up an Imperial fleet of 2000 points.

    Now, I'm a complete noob to the game, having only played a few demo games with my friends in the store. I've hardly even leafed through the rulebook.

    That's been said, I've wanted to collect a fleet based around a super carrier and several smaller carriers, supported by a flotilla of capital ships. I wanted to use tactics similar to modern naval warfare; Carriers and their fighters doing most of the work, while everyone else assists the carriers in some manner.

    Thus, my eye's been drawn to the Emperor Class ship, seeing as it's got a mess of craft in its bays. I have to include this ship in the fleet, I just think it looks awesome.

    As for the other two carrier options; the Mars class battlecruiser and the Dictator class cruiser, I was curious as to which is superior in overall terms of points to efficiency. I'm leaning towards the Dictator, as it's cheaper, which means more spacecraft, but I dunno. I'm just a damn noob.

    In addition, what would be the best craft to support these carriers? Lunars seem to be a good choice.

    In my head, I'm seeing an Emperor Class, three Dictators, and blowing the rest off on Lunars and maybe Escorts.

    If such advice has been posted about the forum, could someone point me the way?


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  3. #2
    Benevolent Dictator CaptainSarathai's Avatar
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    Okay, proven fact- Ordnance (Torpedoes, Fighters, Bombers) are a proven way to win. The simple fact is that they all dodge shields to make their attacks. Some armies -like Eldar- are extremely resistant to this tactics, but 9 times out of 10 you can win with a carrier based list.

    For your choice of actual carriers, I would say take a dictator. Here's why: Torpedos.
    Enemy fighters can intercept your bombers and fighters. They can also intercept your torpedos. If your opponent launches a fighter, and you luanch a fighter AND torpedos, he can only stop one of them.
    Blast markers however, also detonate ordnance. Missed Nova-cannon shots will produce blast markers, and so will hits on enemy ships. I would take the cheap Dictator because he can fire off some torpedos and launch his fighters.

    I would steer clear of escorts for this list, as they're job is currently being filled by your Carriers. And for line-warriors, you can't beat a Gothic class cruiser. Gothics are good because their Lance Batteries punch through all armor like it was butter. However, their Lances don't get many shots per volley, so keep one of your Lunars because you can use their massed gunbatteries to knock down the enemy shields. Hell, for massed volleys you can't go wrong with an ancient Avenger Grand Cruiser.
    Pts Values for AoS here!

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  4. #3
    I was very, VERY drunk. thechaplain's Avatar
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    It is indeed true that massive amount of ordnance is a tried and true way to win.

    However, as a brief word of advice, I would suggest that you DO NOT think of BFG in terms of modern naval warfare. Even with a fleet list comprised mainly of carriers, the odds are that you will be facing a force that uses tactics straigt out of an 18th century naval manual - large numbers of cruisers and huge broadsides smashing into your ships. To which end, you need to be prepared to fend off attacks on your cruisers, escorts are good for this, but so are Lunar cruisers - I would reccomend that you use both - the Luna's can hold their own in a fight, especially when aided by ordnance, and the escorts will screen you from torpedo's and hopefully give you that extra punch to kill anything that manages to slip through your lines.

    To that end, I would suggest the inclusion of at least on Mars class cruiser - the extra range on the broadside and the dorsal Lance batteries really complement the firepower from your Luna's.

    Hope that helps!

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    I would suggest pairing two Lunars and/or two Gothics. They both out-gun any other two cruisers for their points. You also gain the benefit of stg 12 torpedoes out of one of those pairs, stg 24 if you have both!!! Escorts are great, although their role is filled in by the AC, I would still reccomend at least one squadron of escorts. And yes, thechaplain is right. The game was developed around WWI naval engagements, but in my mind, better suits 18th centuary fleet engagements. If it is direct firepower you are lacking, I would suggest a Vengance or Exorcist class grand crusier, although this may be pushing your 2000 point limit....

    I origionally only wanted a 2000 point IN fleet, but this greatly decreased the variety of ships I could have in my fleet. After much thought, I broke this 2000 point limit and its now ~3500. ANd, Just so you know, My fleet IS one of those 18th centuary style fleets. I only have one carrier, and thats my Emperor, otherwise, its all guns and lances!

  6. #5
    Senior Member lastspartacus's Avatar
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    i never use an emperor simply because it is so obviously good.


    if you are going for a cool, different kind of carrier fleet, here are a few suggestions.

    firstly, imperials arent the best at fielding ordnance for their points, chaos is better at it.
    tyranids do plenty of ordnance spam but the same feel isnt there as their ordnance is slower.

    if you wish to stick with imperials, and want a fun different approach while fielding a powerful 'super carrier' mothership type, go for the Nemesis class battleship!
    its in a compilation of articles published for bfg, its official by GW, though i dont know if you can use it in tournaments. i think its around 400 points and able to field TWELVE waves of strike craft. thats a super carrier for ya.

    now, my personal suggestion. if you want a fleet that uses alot of ordnance and is the fleet most compatible with modern tactics, the Tau Empire is the fleet for you.
    The explorer battleship is the best carrier for its points. at a bit over 200 it has the output of an emperor, plus the mantas get special saves against other fighters.
    plus you can take as many as you want, which reinforces the feel of large lightly armed and armored motherships that simply transport the main fighting force.
    VASSAL record:
    too many, gave up counting. rough estimates of 10% even steven, 25% omg i lostorz! and 65% PWNED NEWBS! ^^

    <Tossy> Crons are freaking invincible!

  7. #6
    Benevolent Dictator CaptainSarathai's Avatar
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    I'm not attempting to threadjack, but I have a question pertinent to the 'Carrier List'. Is it best to keep launching piles of fighers and bombers and keep them held back until later turns and then launch a massed wave of them, or launch them as they exit the hangar?
    Pts Values for AoS here!

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    CaptainSarathai, With the new updated rules, you can only have as many AC squadrons on the feild as you have launch bays. So the old rules of being able to hang them back and keep on reloading and adding to the massive wave no longer apply. You launch your wave from the carrier, and send them in. You cant send any more waves out, even if you have reloaded, untill your first wave has been destroyed.

  9. #8
    I was very, VERY drunk. thechaplain's Avatar
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    Quote Originally Posted by CaptainSarathai View Post
    I'm not attempting to threadjack, but I have a question pertinent to the 'Carrier List'. Is it best to keep launching piles of fighers and bombers and keep them held back until later turns and then launch a massed wave of them, or launch them as they exit the hangar?
    Well, you can only launch as many fighters and bombers as you have bays for. So you can't just pile them up out of a single ship, if that's what you are suggesting. You can, however, launch them in a "wave" - this wave could be comprised of fighters, bombers, assault boats or any combination thereof. It is quite useful sometimes, as it means that when it's attacked by fighters the strength of the wave is reduced for every enemy attack - so it's quite handy for protecting your bombers.

    As for simply holding all your fighters and bombers back, this is almost certainly a VERY bad idea. While they're held back they're not doing anything and is vulnerable to enemy fire - especially if they're hanging around the ship they launched from where they will be vulnerable to blast markers. I find that an effective tactic is to launch ordnance at long range, then reload it and launch again at very short range. Even a single bomber squadron is capeable of doing significant damage to an enemy cruiser and the fighters I launch act as a screen against enemy ordnance, when launched from long range. When it comes to short range, I primarily just launch bombers and most of them will hit their targets - this is usually fairly decisive!

  10. #9
    Benevolent Dictator CaptainSarathai's Avatar
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    I am assuming that the updated rules therefore, are available for download by GW. Does anyone know what heading they're under?
    Pts Values for AoS here!

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  11. #10
    Senior Member lastspartacus's Avatar
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    It should be in the Faq and errata section, the latest faq pdf should be on there, and it should be under 'Ordannce' or a similar heading.

    i do believe though that you can 'recall' ordnance, meaning you can launch new ones but you have to remove the ones already on the field, keeping the numbers balanced with the launch bays.
    VASSAL record:
    too many, gave up counting. rough estimates of 10% even steven, 25% omg i lostorz! and 65% PWNED NEWBS! ^^

    <Tossy> Crons are freaking invincible!

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