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I played my first game of BFG with my own army today. We played a game of Imperial vs Chaos (4 Crusiers Each). My fleet consisted of Dictator Cruiser (Emperor's Guidance), Gothic Cruiser (Eternal Faith), Tyrant Cruiser (Divine Fury), and Lunar Cruiser (Hammer of Truth). My opponent's fleet consisted of Hades Heavy Cruiser, 2 Devastation Cruiser, and a Murder Class Cruiser. We played 2 games today, the objective being kill-them-all. Here is a basic run down of what happened in game.
Because of bad moving (Being 2cm out of range) I was unable to unleash my guns and was out in the open by round 2. I failed my Brace for Impact roll on my lunar cruiser and was blown up in 1 turn by 2 chaos cruisers. For the rest of the game, being 1 cruiser short, I was hunted by the rest of the chaos cruisers. Slowly all my ships were hunted down and eventually blown to bits. I managed to cripple only 2 chaos cruiser in the process.
After the major defeat in round 1, I was more careful about how I moved my ships. In the first turn I moved my ship behind a medium sized planet to keep them out of site. On the 2nd turn I flew infront (above?) the planet and fired my torpedos to make the chaos ships Brace for Impace (Making them half strength and unable to use special orders). After that, my 4 ships moved between his 3 ships (his 4th was on the other side of the table trying to sneak behind my ships). At that point I unleased hell on his ships by firing all my guns on ships on both sides. I scored 3 damage on 1 ship and 2 on the other. In my opponent's turn he fired back with his guns (1 of them is half strength because of brace for impact) scoring 5 damage on my gothic and 4 damage on the lunar. After that it was my ship being hunted down again. In the end, I didn't even manage to cripple even one of his ships.
I was just wondering if I was playing Imperial wrong or is it my bad luck or was the game unfair. I can admit that I lost the first game because of my bad moving, but the 2nd game I was in the perfect position, being between his ships and was able to really fire both port and starboard guns. We both just started this game and I don't think I could have lost both games that badly. Statwise the chaos ships have better range, power, and speed, while the imperial gets the Torpedos and a 6+ Prow. What's the point of the 6+ prow when the imperial ships have no prow weapons, other than the torpedos, to shoot with? Am I playing the Imperials wrong?
As a general rule, imperial ships should last longer against head on shooting b/c of their armored prows. Chaos ships will be able to start shooting ealier, but lack torpedoes and nova cannons of imperial ships, so I'd reccomend taking advantage of this. Torpedo volleys early game may seem like a waste, but they can either force you opponent to waste ordinance countering them or split his fleet (which is pretty important in a game where maneuvering can be rough).
Your best bet against chaos is to move your minimum speed and lob a torpedo volley first turn. This forces your opponent to speed towards you (chaos tends to be faster) and counter your torpedo volley. They're gonna have trouble getting into range, but a 20cm sprint by your cruisers in turn 2 should put you in a nice position to keep up the pressure. It's also a good idea to have a carrier, even a light one against chaos as you need something to counter the ordinance that your average chaos opponent loves to field.
A good ship against chaos is the Mars class.
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Mastershake gives some good advice. Some of mine is very similar to his, but I'll say it anyway
The prow armour and weapons of the Imperial fleet are one of its big strengths. If you can remain pointed towards your enemy you will be harder to hit, meaning you should survive longer. As you can turn 45degrees each movement phase this should not be too difficult. Pointed towards the enemy, you will be able to use your prow weaponry.
The prow torpedoes are one of the most important weapons in the Imperial fleet. Most of your ships have the ability to launch a decent sized spread so you must use them to your advantage. Torpedoes are long ranged and ignore shields, which gives them several uses:
- Shooting at heavily shielded battleships in order to bypass the shields and score damage to the hull.
- Close in salvos. Here you need to wait until your fleet is within 20cm of the enemy, having saved your torpedoes until this point. Then you launch all the torpedoes into the enemy fleet at last minute. Be sure to angle the salvos so that they cross over the bases of several enemy ships. This tactic gives the enemy almost no chance to intercept the torpedoes.
- Constant long ranged salvos. Basically start launching torpedoes at the enemy fleet from the word go. Your opponent has three choices when it comes to these torps; ignore them and risk taking early damage, use up ordnance counters intercepting them, or breaking formation to avoid them. If he takes hits or uses ordnance that it good, but if he breaks formation it gives you a big tactical advantage.
The nova cannon is also a very useful weapon. Consider getting a ship that carries one. You current opponent has two carriers, which means that he will be throwing out lots of ordnance; far more than you can. If you take a nova cannon you will be able to shoot his carriers from miles away. Start as far away from his as you can and just drop template after template of nova cannon onto his carriers. If you get a direct hit he will most likely brace for impact, stopping him reloading next turn so reducing his fighter screen (hopefully enough for some torpedoes to get through). You might also consider hitting the Hades once or twice, as it has some nasty firepower at its disposal.
Imperial ships always work better as a team, so it is very important that you keep the fleet together. This allows you to concentrate fire and gives each ship the mutual protection that comes with numbers. It also allows you to present a wall of armoured prows to the enemy, making it harder for him to skip around the flanks. Imperial ships do not function well on their own and will be easily outclassed by enemy vessels, or hunted down by the entire enemy fleet.
Remember to use brace for impact special orders if you need to. In the second game it could have saved your cruisers from getting crippled, allowing you to fight on more effectively. It might leave you at half strength weapons for a turn, but better that than a crippled ship IMO. Also, if you are moving in a stright line to engage the enemy fleet, try to "lock on" when you move amongst his ships, as it will help increase the amount of damage you do.
Close with your opponent as one, launching torpedoes and shooting nova cannon (if you manage to fit one in) as much as possible. When you finally reach the enemy fall amongst them shooting with both broadsides. Concentrate your fire on a small number of ships and try to cripple them (the carriers would be a good target for this). Before you move amongst the enemy flet, shoot some torpedo salvos to get some damage in. You should have been launching fighters before this point to protect against his vast amount of ordnance, but now you should launch a close in bomber wing to do some serious damage to one of his vessels. Remember that turrets cannot defend against both attack craft and torpedoes in a turn, so concentrate your ornance atacks for best effect. As you pull out of the back of the enemy fleet, turn your ships as a fleet and pour fire into the stern of the enemy fleet, then try and maneuver so that you can engage them again.
Good luck mate. It sounds like you had some bad luck in your first two matches. Hopefully the guys on LO can lend you a hand. You might also want to look at some of the tactica on the SG website for advice.
I found that a wedge shape works well for Imerial ships. Two on each wing, each supporting the other. Carriers to the rear, torps in front. When you hit the enemy lines, pass to both sides of a choice target and hammer it with all four ships, while choosing an enemy ship on each side for your two ships to fire into. In other words, pick a ship, bracket it with all four cruisers to cripple it, and concentrate fire with the other batteries as much as possible on two other ships. In such a small game, one cruiser can be very important.
An Imperial vessel is very much a team player, meant to work at the very least in pairs. In larger groups, squadrons are an excellent choice for Imperials. You'd place your Tyrant and Lunar in front, your Dictator and Gothic to the rear. The Tyrant and Lunar would soften things up for the Gothic to lance and the Dictator to loose bombers into. I'm a little surprised you don't have the Dominator in place of the Tyrant. Consider battlecruisers, you don't have one but your opponent does.
Just from looking at your battle-reports:
1. Take another look at Ordnance rules. You don't seem to be using your torpedoes in salvo, and I didn't see you mention using bombers?
2. Take another look at the points values... Why can't you afford a battlecuiser?
3. You need a Nova. It's not AS important as a Bassie is for Guard, but it's darn close to take out carriers. The only other option is fast moving escorts or Avengers, and I've never seen that tactic, only read about it, and I'm not sure about it.
Cadian Enforcement Taskforce(1500) (3/3/2)
181st Cadian (1500) (0/1/4)
Since my friend and I just bought the BFG starter set, we decided to play with the 8 crusiers we got in the box. When I calculated the points, I'm already spending more points than he is..... and adding a battlecruiser (I would choose mars class) would be just too unfair. To answer your other comment about Ordance, I was using my fighters to counter his relentless waves of bombers (He only got double once throught out the whole game, and that was the last round). I will check up on the Torpedo salvos rule though.
I'd advise using the new attack craft rules, basically, doubles on reload does nothing, but you can never have more attack craft in play than you have hangars in your fleet. Its a much more balanced approach. On the download page for BFG rules, look over the errata section and the FAQ.
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