Battlefleet Gothic: Armada 2 Faction Guide

Strengths and weaknesses of all factions in the game, tactics of the battle for the Empire, Tyranids, Necrons, Eldar, Orcs, Chaos and the Tau Empire

In Battlefleet Gothic: Armada 2, there are a total of 12 factions from the board game from which the space strategy was created. Each of them has its own unique characteristics, strengths and weaknesses. Thus, you will have to adapt for a long time in order to understand exactly how to fight with certain opponents, or how to fight for one specific faction. Below we take a look at several playable factions, and also offer basic statistics for each of them.

Empire

Faction characteristics:

  • Morale (modifier) ​​- 0.
  • Assault (range and crit) – 3.1-10.3 and 10%.
  • Units (range) – 9-18.
  • Shield (scale) – 200-600.
  • Health (scale) – 1200-2400.
  • Armor (regular and frontal) – 67 and 83.
  • Speed ​​(range) – 200-120.
  • Reactor (type) – 3x (25 s).

The Empire has the most balanced fleet , so this faction is one of the best to start the game . Especially if you haven’t tried the original before. Typically, Empire ships are strong at medium range. The same can be said for the speed of ships: they are neither fast nor slow. The micro-cannons of the Empire can deal massive damage to the hull of enemy units. The faction provides access to a huge number of special abilities.

Space Marine Characteristics:

  • Morale (modifier) ​​- fearless (do not betray).
  • Assault (range and crit) – 5.6-16.8 and 60%.
  • Units (range) – 13-25.
  • Shield (scale) – 200-600.
  • Health (scale) – 800-2400.
  • Armor (regular) – 83.
  • Speed ​​(range) – 240-160.
  • Reactor (type) – 3x (25 s).

For example, if you decide to manage a combat squad of Space Marines “Adeptus Astartes”, you will receive many bonuses to morale (they are absolutely immune to mutiny and disobedience) and actions when landing on an enemy ship. However, this becomes possible by reducing the firepower and mobility of the unit.

Characteristics of the Adeptus Mechanicus:

  • Morale (modifier) ​​- -25%.
  • Assault (range and crit) – 2-6 and 10%.
  • Units (range) – 7-14.
  • Shield (scale) – 200-800.
  • Health (scale) – 1200-2400.
  • Armor (regular and frontal) – 67 and 83.
  • Speed ​​- 160.
  • Reactor (type) – 3x (25 s).

Another subgroup, the Adeptus Mechanicus, instead prefers ranged combat and is equipped with more high-tech weapons. On the other hand, the squad is not so good at landing, the units have much weaker armor. When playing as Empire ships, it is important to keep an eye on the line of fire and special abilities in order to dodge incoming fire and maximize damage done.

Orcs

Faction characteristics:

  • Morale (modifier) ​​- -50%.
  • Assault (range and crit) – 4.1-12.3 and 10%.
  • Units (range) – 11-21.
  • Shield (scale) – 200-400.
  • Health (scale) – 1600-2800.
  • Armor (regular and frontal) – 83 and 50.
  • Speed ​​(range) – 160-120.
  • Reactor (type) – random type.

Orcs are crude and inexperienced warriors. They piece together whatever comes to hand and use to create spaceships, and then continue to fill them with rocket motors and weapons. They are slow and practically useless in long-range battles . However, get close to the enemy with them, and the huge firepower from numerous weapons will crush most of the opponents.

The deadliest part of the Orcish armada is the Big Red Button . This ability launches all missiles and engines, causing ships to start ramming. Because their starships are bulky and heavy, such a collision would inflict significant damage on virtually any enemy they encounter. If you are fighting with them, then shoot at opponents from a distance, throw bombs and torpedoes, or attack with a squadron. But whatever you do, never engage in close combat with orcs!

Eldar

Faction characteristics:

  • Morale (modifier) ​​- + 25%.
  • Assault (range and crit) – 3.3-10.9 and 30%.
  • Units (range) – 9-13.
  • Shield (scale) – holofield.
  • Health (scale) – 800-2000.
  • Armor (regular) – 67.
  • Speed ​​(range) – 320-240.
  • Reactor (type) – 10x (4.5 s), 180 degrees.

Eldar fleets excel at hit-and-run tactics . And this is not surprising, because their ships are much faster and more maneuverable than many units of the other factions. In addition, they are equipped with good ranged weapons. However, such advantages were made possible by reducing the strength of the hull and survivability.

This is a typical army that is extremely deadly. Their ships are very difficult to destroy in ranged combat , but as soon as you manage to get close to them, then after a few moments, seemingly formidable opponents will turn into a heap of space debris.

When playing as Eldar, it is important to keep constantly moving and make reasonable maneuvers so as not to be trapped by the enemy fleet. Try to stay at a great distance especially when you have to fight orcs , as a collision with one of their ships can destroy your very best unit. The Eldar faction was split into three parts, each with its own armor / speed ratio. However, even if you choose the Eldar with the best armor, they will still not be able to effectively fight any of the opponents in close combat.

Necrons

Faction characteristics:

  • Morale (modifier) ​​- + 50%.
  • Assault (range and crit) – 4.6-13.8 and 60%.
  • Units (range) – 11-21.
  • Shield (scale) – reactive armor.
  • Health (scale) – 1200-2400.
  • Armor (regular) – 83.
  • Speed ​​(range) – 240-160.
  • Reactor (type) – 9000u.

The Necrons are the oldest and most technologically advanced faction in the Warhammer 40,000 universe. Their expensive ships will not allow you to create large armadas , so more often than not the Necrons are in the minority. Typically, their ships are very large and slow compared to other factions, which makes them vulnerable to a fast fleet. On the other hand, their living steel hulls are capable of absorbing significant damage and even regenerating HP on their own . Fleets of Necrons have the ability to teleport short distances and use the summoning ability that allows escort ships to instantly teleport to the flagship.

Their resilience and ability to teleport make the Necrons formidable foes when planning an ambush. Send out your faster escort ships to capture various checkpoints or other targets while the flagships slowly approach the enemy base or capital ship. As soon as the battle begins, call the escort ships back to the flagship to ambush unsuspecting opponents or defend it from the attack.

Tyranids

Faction characteristics:

  • Morale (modifier) ​​- -75%.
  • Assault (range and crit) – 6.1-18.3 and 10%.
  • Units (range) – 14-28.
  • Shield (scale) – 200-600.
  • Health (scale) – 800-2000.
  • Armor (regular) – 67.
  • Speed ​​(range) – 200-160.
  • Reactor (type) – 20x (2 s).

The Tyranid fleet is huge. Think of them as a swarm of small units that will slowly but surely tear apart and consume their opponents. The tactics of playing for the Tyranids is largely related to numerical superiority over the enemy flotilla , so you need to reduce the distance and engage in close combat. In close combat, the swarm will begin to devour ships and entire crews.

Their only real weakness is that they cannot bear retaliation at all and will often suffer terrible losses as a result of their attacks. Depending on who you are facing, an ambush may be the best way to play Tyranids. They are fast and can catch up with many other ships, but when faced with concentrated fire, as a rule, they quickly die.

Tau Empire

Faction characteristics (Defenders):

  • Morale (modifier) ​​- -25%.
  • Assault (range and crit) – 3-10 and 30%.
  • Units (range) – 9-18.
  • Shield (scale) – 200-600.
  • Health (scale) – 800-2000.
  • Armor (regular and frontal) – 67 and 83.
  • Speed ​​(range) – 160.
  • Reactor (type) – 3x (25 s).

Faction characteristics (Mercenaries):

  • Morale (modifier) ​​- -25%.
  • Assault (range and crit) – 2.1-6.3 and 10%.
  • Units (range) – 7-14.
  • Shield (scale) – 200-400.
  • Health (scale) – 1200-2400.
  • Armor (regular and frontal) – 67 (83-50).
  • Speed ​​(range) – 160-120.
  • Reactor (type) – 3x (25 s).

Also known as the Space Communists, the Tau fleet has high-end deadly ships. Despite being slow and very fragile , the Tau have one of the most powerful weapons in the game and can almost always attack from a distance. As Tau, the preferred tactic is to send out probes or sacrifice ships in order to spot enemies at great distance and take advantage of superior range and firepower. You need to destroy the threat before the enemy can get close to you.

However, their ships lack maneuverability, speed and safety, so any prolonged battle with the Empire or other fleets that can withstand a lot of damage will most likely end in disaster for the Tau. Tau is split into two separate factions , with slightly tweaked the balance between firepower and health, but this does not change the tactics described above.

Chaos

Faction characteristics (Mercenaries):

  • Morale (modifier) ​​- 0.
  • Assault (range and crit) – 3.1-10.3 and 10%.
  • Units (range) – 9-18.
  • Shield (scale) – 200-600.
  • Health (scale) – 1200-2400.
  • Armor (regular) – 67.
  • Speed ​​(range) – 240-160.
  • Reactor (type) – 3x (25 s).

The legions of traitors who were once part of the Empire’s Astra Militarum and Adeptus Astartes, so it should come as no surprise that their gameplay is a modified gameplay of the Empire’s fleets . Chaos ships are often slightly faster and more fragile than the units of their loyal Emperor.

Their weapons have good range and can shoot in any direction , which allows them to shoot from outside the detection range, surround enemies and constantly fire at them. When the enemy is chasing you, you need to run away and wait for the moment until you can again surround the enemy. Chaos fleets will be useless if they get bogged down in a prolonged firefight and face an enemy capable of taking heavy damage. They often have less armor than many other ships.

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