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just got bfg and havent built ships yet....was wondering if anyone can give me some info on what classes are good for what...ive never played this before or seen it played, so im not sure on what weapons are good and what seem overrated...i have read the rules a bit but they havent quite sunk in yet
please give me info on imp and chaos ships, specifically what their weapons are good for and if the launch bays are any good etc
also if there is a rules update/errata can you please post a link
thanks a bunch, im looking forward to playing this, it looks like lots of fun
what a long strange trip its been
well, wrting up a BFG article soon, so i think i can give you some help.
you got the starter kit first, right? well, for the imperials, 2 dominator class and a gothic class make a very good starting squadron, and can be good with a dictator class. this gives you a solid 800 points, o you can choose how good an admiral you want. also, think of picking up a blister of escorts, usually cobras, because they can be very useful.
for chaos, a styx, two slaughters, and a murder gets you an excellent, hard hitting start, again for roughly 800 points. for them, infidel escorts are also very useful, so think of picking some of them up.
launch bays are excellent, because the ordinace could damage the enemy and weaken them, which can help you win a broadside gun duel with the ship. to see what i mean, look at the criotic damge section. a good balance of fighter and bomber ratio is 4 bombers and 2 fighters per 6 ships launched.
for imperials, if you are a good guesser, the nova cannon is the way to got as a prow armament offensive. also, anything with a firepower of over 11 is your friend.
use lances to strip shields. there's a reason why, but i forget for the moment.
for chaos, the murder class does decent amount of firepower far away. get used to finding out how closing and abeam work to get the best outta them. slaughters rock, use them in pairs to kick serious ass.
Yeah, this is excellent! TY Angel of Rust!
Graktoof the vile, victor of 1000 battles, partial credit to 1000 more, and sore loser about the other 8000...
Personally i strongly dislike the styx...it's simply too expensive. I also always favour hades over murders, the extra points for two long range dorsal lances are well spent: It doubles it's frontal firepower, and adds about 50% to the broadside, depending on where you want to bring it to bear.
Nova cannons are no longer guess weapons, they had a rules update which makes them scatter weapons. If i'm not mistaken the old rules are no longer valid.
Batteries should always be fired first, not lances - because otherwise the bats suffer of the blast markers in contact which were caused by the lances.
Well, there are only two kinds of direct weapons between Chaos and Imperial fleets, batteries and lances. Lances are rarer, but bypass armor (great vs Imperial, SM, or Necron). Batteries are much more common (very few Imperial ships, at least, lack them), and usually come in much higher strengths than lances (since they're stopped by armor). Neither one is better or worse than the other, really. Lances are usually short range finishing weapons, since most ships with them (like the Gothic) need to get alongside the enemy vessel to properly get a volly off. Battlecruisers and Battleships sometimes have dorsal Lances, but the majority are side mounted. Weapons Batteries tend to be longer ranged.
Nova Cannon are cruel, I think. More than one per 1000pts or so is just harsh. I've only got two in my 2500 list. Used to be guess weapons, but now all of us with bad eyes are able to use them properly too. If you roll well and hit on target, you can drop an entire capital ship with these things.
Torpedoes are great if you can launch a lot of them at once (ie, a base-to-base squadron launching all at once). The larger ships can launch salvos strong enough to cripple medium and small ships in one turn. But they're slow, and can easily be evaded by fast ships (Eldar).
Launch bays, as much as I dislike the need for them, are essential. Until GW makes the Battlefleet Bakka rules official (fleet defense turrets!, you need fighter support to stop the enemy from using bombers on you. They can launch in waves just like torpedoes can (base-to-base squadrons), so a couple of carriers launching together can do even more damage than a torpedo salvo. If you go bay-heavy, you can take the fight to the enemy with bombers of your own. The new ordnance rules (they were in one of the books, can't remember which, maybe the 2002 Annual?) that limit total craft on the table to the total number of bays are basically official, so you can't take one carrier and launch repeated waves from a large distance. If you've got any SM ships, you've got access to Thunderhawks, which are basically fighters with shields (ie, they can take out other ordnance and keep flying), and can serve as bombers of a sort (hit-and-run attacks). Best ordnance in the game, imo.
Just some opinions.
The only thing to beware as far as ordnance goes is that if you fail a critical leadership test or roll doubles, you either won't be able to reload torpedoes or prep new fighters/bombers, or you'll run out and can't use them for the rest of the game. That's why its great to make the ship that your admiral/fleet commander a heavy ordnance vessel, because his guaranteed leadership boost helps ensure that you'll have a better chance of reloading when it counts.
Learn to build and play your fleets around their inherent strengths, but don't be afraid of their weaknesses either because no fleet is terribly underequipped (except maybe Orks...godbless them brave green souls...trying so hard in the face of adversity... ).
For Imperial fleets, they are best at dishing out ordnance (torpedoes and fighters/bombers/assault boats). Chaos fleets are faster but not as well armoured. They have few ships with torpedoes, but instead their main strength is weapons batteries.
That being said, I try to balance out every fleet I make, regardless of its strengths. Sure, I might tailor them a little, but I think fleets should be based on a solid core of weapons batteries, followed by some lances for variation, then some torpedoes and finally a few launch bays. No glaring holes in your defence. Themed fleets (a fleet heavy in one or two types of those weapons while steering away from or ignoring altogether the other kinds) may be fun and quite effective, but it can be exploited if your opponent knows what to look for and has the weapons that you can't counter.
Balance first, then focus on tailoring...