Codex Sages : Gameplay questions

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Sio'are
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 22 June 2016, 15:22

Kor'o Elys'eir Sio'Are Kaith Kir'qath, I have seen multiple Space Marine vessels approaching. The Kor'Vattra or Kor'Or'Vesh will be on its way soon enough to dispatch these modified Gue'las.

THUNDERHAWK DODGE CHANCES

I have a question about Thunderhawks. Do they benefit from squadron sergeant when they get "hit" or only when they are about to be destroyed?


Squadron leaders and faction equivalents give ordnances the hability to dodge damages. As such, it works on both hits for the Thunderhawks.

SPACE MARINE BOARDING TORPEDOES RANGE AND EFFECT

The second question is ,if the homing torps got a limited range or will they follow the target until they hit it or something on the way? The third question is, they only inflict temporary crits right?


The range of these dreadfull weapons is unlimited. It will track its foes until it is reached, destroyed, it becomes invisible, or if they are intercepted or crash on something else.

But of course, due to this huge advantage, they only deal Light Critical damages.

BATTLE BARGE SPACE MARINE UNLOCK

The fourth question is, on what admiral lvl do the astartes get access the battle barges, 8?


Why don't you play to find out ?

If you want to know, they unlock one battle barge at Level 6 and one at Level 8.

ASSAULT ACTION SUCCESS RATE

I have a question about assault actions success chance.
Let me first say I play only solo, either in campaign mode, or solo skirmish, in normal difficulty mode.

Many times, like with orks, or ships with boosted troop value, sometimes even against Eldars and their weak troop value, I seem to experience a very low success rate for my assault actions.
For instance I remember a time when all four boarding actions failed from my ork ship on an Imperium ship. I must have had at least 35 or 40% success chance. Even at 25% I should have seen one succeed!

Conversely, I sometimes have the impression that my opponent (the IA, namely) succeeds more regulrarly even when the odds are against him (i.e, the Eldar), or against my boosted ork troop value.

So ok, I'm aware of the bias of confirmation that affects our perception of events of this kind, but I would be curious to know the formula giving the success chance depending on troop value.

Also, if there is a specific setting in solo mode skewing the success rate, because I have a feeling there is something there.

Thank you.


Nothing tricks the chance of success of assault actions, it is not a value secretely tweaked depending on difficulty or playing mode.

As for the formula, go to the FAQ thread, Page two, section Assault Actions to find what you seek.

Alas, I am deeply sorry to hear your lack of luck regarding assault actions. We all have to face fate from times to times, Gue'la.

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Re: Codex Sages : Gameplay questions

Postby Cryhavok » 22 June 2016, 16:45

Other than requiring a Lvl 8 Admiral, what differences does elite mode have from normal? Is it a further point increase on the enemy side beyond what yoru admiral's difficulty is set to, or is it something else?
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Re: Codex Sages : Gameplay questions

Postby Ahzek Ahriman » 22 June 2016, 17:57

Cryhavok wrote:Other than requiring a Lvl 8 Admiral, what differences does elite mode have from normal? Is it a further point increase on the enemy side beyond what yoru admiral's difficulty is set to, or is it something else?


After every 10th battle you get a "boss battle", which in 3 such matches I had so far was either chaos with Planet Killer or orkz with giant space hulk, with some escorts (at least if you consider battlecruiser an escort). When I first saw Planet Killer my jaw hit the floor and before I picked it up he destroyed my cruiser with armageddon gun, which I expertly missed to move out of the way fast enough.
Possible Blackstone Fortress for Eldar but unconfirmed, no idea what Imperium might have. It also seems you can only get cruiser clash in elite mode.

Other than that, I join that question, battles are certainly more challenging (I mean, really challenging sometimes, great kudos to devs, you made some awesome here), but I'd like to know all differences between elite and normal mode.

And a question of my own, in solo skirmish mode can you only encounter Ultrasmurfs when fighting Space Marines? Is it intentional, bug or I just haven't encountered any other chapter? Also, Space Marines in SS mode are labeled as Imperial Navy in ship choice screen, I get it's a bug?
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Re: Codex Sages : Gameplay questions

Postby Cryhavok » 22 June 2016, 18:10

Ahzek Ahriman wrote:
Cryhavok wrote:Other than requiring a Lvl 8 Admiral, what differences does elite mode have from normal? Is it a further point increase on the enemy side beyond what yoru admiral's difficulty is set to, or is it something else?


After every 10th battle you get a "boss battle", which in 3 such matches I had so far was either chaos with Planet Killer or orkz with giant space hulk, with some escorts (at least if you consider battlecruiser an escort). When I first saw Planet Killer my jaw hit the floor and before I picked it up he destroyed my cruiser with armageddon gun, which I expertly missed to move out of the way fast enough.
Possible Blackstone Fortress for Eldar but unconfirmed, no idea what Imperium might have. It also seems you can only get cruiser clash in elite mode.

Other than that, I join that question, battles are certainly more challenging (I mean, really challenging sometimes, great kudos to devs, you made some awesome here), but I'd like to know all differences between elite and normal mode.

And a question of my own, in solo skirmish mode can you only encounter Ultrasmurfs when fighting Space Marines? Is it intentional, bug or I just haven't encountered any other chapter? Also, Space Marines in SS mode are labeled as Imperial Navy in ship choice screen, I get it's a bug?

Oh nice, that does sound interesting.
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Re: Codex Sages : Gameplay questions

Postby Halstead » 22 June 2016, 21:14

Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?

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Re: Codex Sages : Gameplay questions

Postby Cryhavok » 22 June 2016, 21:28

Halstead wrote:Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?


Interesting tidbit: You can use MWJ to keep Knowing No Fear, since it puts the other ability on cooldown.
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Re: Codex Sages : Gameplay questions

Postby Halstead » 22 June 2016, 22:17

Cryhavok wrote:
Halstead wrote:Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?


Interesting tidbit: You can use MWJ to keep Knowing No Fear, since it puts the other ability on cooldown.
*sigh* you do know THAT particular bit in the tooltip is universal to all factions?

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Re: Codex Sages : Gameplay questions

Postby Cryhavok » 22 June 2016, 22:47

Halstead wrote:
Cryhavok wrote:
Halstead wrote:Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?


Interesting tidbit: You can use MWJ to keep Knowing No Fear, since it puts the other ability on cooldown.
*sigh* you do know THAT particular bit in the tooltip is universal to all factions?

Yep, it's why I think it is kinda of silly to have that ability, since you can make all your ships immune to insubordination by giving them what was already one of the most useful abilities in the game already... but this is probably the wrong thread for that, so my apologies.
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Re: Codex Sages : Gameplay questions

Postby Sio'are » 23 June 2016, 09:22

What time is it ? AAAAAAANSWERING TIME !

(Yes, we do receive human shows on our visual entertainment devices. Or do we...?)

Kor'o Elys'eir Sio'Are Kaith Kir'qath, Ready for another round.

THUNDERHAWK FUNCTIONNALITIES

Also thank you for clearing the ordnance question, so in theory a Thunderbolt triforce (TM) has 6 hitpoints, the possibility to inflict 90 damage just like 3 Imperial Navy bombers, and also have 3 attacks to shoot like 3 IN interceptors. They can also instead of bombing perform 3 assault actions (with - 10 troop value for the enemy) that have a quadrupple chance to inflict damage (temporary only or permanent too?) to a selected module.

( I do not mean here they have a quadruple chance to inflict damage overall, just to the targeted module, I know they follow normal boarding mechanics with a bonus -10 to troop value for the enemy, being captain obvious here to avoid misunderstandings )

In an addition, I do not know if it is intended or not, but they can also interrupt warping out, which is awesome.


All of that is true, except for one thing : A single Thunderhawk has 3 attacks against enemy crafts and torpedoes. As such, three thunderhawks do not have 3 attacks but 9.

As for the Warp Out, it is intended. All successful Assault Actions can deactivate a Warp Jump. So other factions Assault Boats can do the same, as well as the Shokk-Attack Mega Kannon (A thing Ork players tend to forget in Assassination or Recovery against faster targets).

ELITE MODE

Cryhavok wrote:
Ahzek Ahriman wrote:
Cryhavok wrote:Other than requiring a Lvl 8 Admiral, what differences does elite mode have from normal? Is it a further point increase on the enemy side beyond what yoru admiral's difficulty is set to, or is it something else?


After every 10th battle you get a "boss battle", which in 3 such matches I had so far was either chaos with Planet Killer or orkz with giant space hulk, with some escorts (at least if you consider battlecruiser an escort). When I first saw Planet Killer my jaw hit the floor and before I picked it up he destroyed my cruiser with armageddon gun, which I expertly missed to move out of the way fast enough.
Possible Blackstone Fortress for Eldar but unconfirmed, no idea what Imperium might have. It also seems you can only get cruiser clash in elite mode.

Other than that, I join that question, battles are certainly more challenging (I mean, really challenging sometimes, great kudos to devs, you made some awesome here), but I'd like to know all differences between elite and normal mode.

And a question of my own, in solo skirmish mode can you only encounter Ultrasmurfs when fighting Space Marines? Is it intentional, bug or I just haven't encountered any other chapter? Also, Space Marines in SS mode are labeled as Imperial Navy in ship choice screen, I get it's a bug?

Oh nice, that does sound interesting.


Well, the specifications of an Elite Battle are :
Always a Cruiser Clash.
Each Elite Rank raise the Enemy fleet point by 1%.
Each 10th battle is a "boss battle" featuring a special unit. For now, we have a Space Hulk Ork, The Chaos Planet Killer, and the Chaos activated Blackstone Fortress.
Last but not least, and it might explain why it is challenging, all battles are automatically set on the heroic difficulty, which gives the enemy even more fleet points, and increase the Fleet points gains of 1% for each rank.

IMPERIAL ASSASSIN UPGRADE

How exactly does the Imperial Assassin upgrade work, can you insubordinate space marine vessels?


How does the Imperial Assassin work ? Well, sneaking around, killing people...

More seriously, all lightning strikes have a new critical damage result available, which instantly cause a mutiny. It dilluates the chances to make other critical damages, but a mutiny causes a reduction of Troop Value, An augmentation of Cooldown, and 0 to 2 temporary critical damages, so it's still interesting. Note that this mutiny is the result of an assault action test, based on troop value, while the mutiny test triggered by the Space Marine Chief Librarian skill is based on an insubordination test.

Since it is an Assault Test, you can indeed make it work on Space Marines, although it will be difficult, with their 70 Troop Value.
(In the Fluff, the assassin sneaks around in the ship to kill its captain, triggering a mutiny, and yes, an assassin of one of the Imperium's Officio is capable to kill a Space Marine. In fact, M'shen, a Callidius Assassin, even killed a Primarch (although the Primarch sacrified himself more or less, in reality.))

KNOW NO FEAR

Space Marines and They Shall Know No Fear trait mean they can not become insubordinate normally from ship loss and hull damage yes?


Indeed, under normal circumstances, a Space Marine ship will never enter insubordonation. But they are not immune to it. Effect that improve insubordination chances, such as Slaaneshi Chaos ships, can sparkle an hint of bad behaviour in the non-Space Marine crew of the ship and start an insubordination with a bit of luck. A destroyed deck, which double the chances, has no effect on a Space Marine Ship since 0 divided by 2 equals 0, but again, if a Slaaneshi ship is around, its debuff can be doubled by a destroyed deck.

Last but not least, Insubordination chances are also used for the Chief Librarian Space Marine favour skill, Fear of Darkness. As such, Space Marine ships are immune to it, but putting points in the Chief Librarian crew member will raise the chances up to 30%.

You can of course combine all three tactics in a 2v2. Which is fun.

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Yep, it's why I think it is kinda of silly to have that ability, since you can make all your ships immune to insubordination by giving them what was already one of the most useful abilities in the game already... but this is probably the wrong thread for that, so my apologies.


Silly it is not, MWJ is highly situational, and is best used depending on opportunities. Using it just to avoid Insubordination is a waste of a skill slot. It is also a double edged sword : Insubordination is usefull because you cannot cancel its warp engines. As such, if a ship you want to keep alive cannot insubordinate, it is likely to be destroyed when it could have saved it. That, and putting the Warp Drive on cooldown cut your retreat path and it could backfire.

So a Tau walks into a BAR. The BAR was a type of Catachan heavy stubber. Emperor forgive me for this.


A bit too specific, as you had to explain it, but I appreciate the effort! I would have made a joke thread on my spare time if jokes weren't so anti-warhammer 40K.

And I doubt your Emperor will forgive you. As I heard, it isn't quite his type.

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Re: Codex Sages : Gameplay questions

Postby Zeblasky » 23 June 2016, 09:23

Does Brace for Impact increases armour to 45 against Bombers AP ability as well?

EDIT: OH COME ON, I MISSED IT BY A MINUTE!


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