Fleet Setup For 600p 700p All Rounder Imperial Navy ?

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Kine²
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Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby Kine² » 02 April 2016, 15:20

Suggestions on which ships and how to use them ? Favours and weapon upgrades ?

252 - BB Emperor (LB)
237 - BB Retribution (T)

180 - BC Mars (NC)(LB)
166 - BC Overlord (T)

157 - CA Dictator (T)(LB)
155 - CA Dominator (NC)
149 - CA Tyrant (T)
145 - CA Lunar (T)
142 - CA Gothic

109 - LC Dauntless Mk.2 (T)
105 - LC Dauntless
Last edited by Kine² on 19 April 2016, 15:09, edited 1 time in total.
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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby clench » 02 April 2016, 16:35

You can't go wrong with AM and Inquisition favor, IMO.

Imperial Navy favor is just flat out underwhelming unless you spec your whole fleet for it. It's really not a very good choice in it's current state. Insubordination is not a very big deal for IN since you can execute your captains. I am also not a fan of the color scheme of IN favor, but maybe that's just me.

Since IN is more of a broadside fleet Adeptus Astartes is not the best choice to synergize with their ships, though it is still good to have one Astartes ship for data capture and defense. Astartes is also good for light cruisers since they can jet in there fast for some powerful boarding actions or lightning assaults and once you're higher tier their destruction isn't such a big deal. Their weapons kind of become ineffective at higher tiers, but boarding actions remain the same.

Inquisition is the best for your biggest ships and carriers so you can get guaranteed detections as well as maxing your crew for less points. I don't see any reason for your battleship whether it's emperor or retribution not to be Inquisition unless you really like cheesing with skills, but battleships have plenty by default IMO.

Adeptus Mechanicus might actually be too good right now, one extra skill and one extra upgrade is really powerful and I use it on all my cruisers to make them into pseudo battlecruisers.

For upgrades on fighting ships I usually go with both shield strength and shield regen(I like using void transfer on all my ships even after the nerf), + weapon range, + speed, then whatever you feel like for your 5th. Every IN ship can be upgrade to 200 speed except the Emperor which makes keeping up with Chaos and away from Ork a lot easier. Armor piercing is very powerful, but not required since you don't really want to be at 3K range with IN most of the time, though speccing to fight up close is certainly viable. +Hull hp is a more solid choice.

Ship selection is a tough call, it's more personal preference because all the IN ships are good if specced correctly and leveled up. They all have their uses.

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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby averageintelligence » 02 April 2016, 17:40

IN naval favor needs more gold on it :P also imps work best when you have ships that operate as designated roles within the fleet. Lines, Carriers, Escorts, Artillery.

So Your lines are your broadsiders DPS machines.

Carriers are support craft that can give you much needed range.

Escorts are for dealing with pesky torps and other planes (they have decent turrets so get about three of them for your flag ship)

Arty are your nova cannons that can pop shields or knock out an almost dead ship or deal with hordes of escorts.

Unfortunately given the point allotment it's really hard getting everything you need as an imp player. So i would otherwise suggest that you get your entire fleet to operate as one of the above. Probably going to want to do Line ships as they have torps and broadsides to deal with almost everything with 1 carrier to operate as a anti chaos BS. Give your escorts a speed upgrade and targeting matrix and they can deal with lone light cruisers and your good
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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby CALiGeR190 » 02 April 2016, 18:56

Kine² wrote:Suggestions on which ships and how to use them ? Favours and weapon upgrades ?

Imperial Favours:

Adeptus Astartes (SM): Good option for carriers, brawlers as well as high end vessels (BBs and BCs, ie: Overlord, Retribution, Mars and Emperor). Improves your Troop value making you harder to crit (so good for Data recovery and assassination, which will be on a BC or BB in many cases, hence why it's so good of an option for them) and makes you much more dangerous at close range thanks to terminator strikes and improved bouding (why it's good on carrier as point defence and extra crits and synergizes well with brawlers).

Adeptus Mechanicus (AM): Good all round favour, if you're new it's especially good: it reduces penalties from bad play (halved repair costs) and makes it easier for you to unlock upgrades (halved upgrade costs) plus it gives you an extra upgrade slot making the ship equipped with the favour much more competitive (also the best looking favour imo).

Imperial Navy (IN): This is probably the most specialised favour, but it can be extremely powerful. Either you can go for a full 'swarm' build of cheap capital ships with this favour and create a tide of destroyers, or you can use the favour in slow tank/battery fleets and carrier fleets so that the Cobras are disposable scouts (a more expensive argur probe, but keeps ships spotted, and if they want to deal with the Cobra it'll allow the rest of the fleet to catch up as they turn to deal with the escort pests. Great for countering Chaos and Ork with this otherwise limited fleet build).

Inquisition (IF): Good in pretty much any fleet, as it elites your crews (meaning your ships do more crits, load skills and weapons faster, have better troop values, don't get lost in the warp as often, have better repair/heal capacity AND won't insubordinate as often) and spots targets for you at extreme range (a very big deal for a fleet of typically slow ships). A very good favour which stacks very well with levels.

Imperial Ships:

Cobra: Don't use this ship unless its through the IN Favour or you are specifically building a torp fleet. Her one redeeming quality is that she is fast (beside, arguably, her torps). No firepower aside for her torpedos and over priced for what she is.

Sword: Very good all-rounder escort. Deals with other escorts reasonably well and can be lethal when massed. Just weak to AOE like all escorts.

Firestorm: Basicly a sword with a Lance for one extra point. One less turret, but because of the forward facing nature of this ship (if you have any sense), it's a harder target and thus harder to kill in many cases.

Dauntless Mk1: The superior option of the Dauntless in many cases: the lance is easier to use and it synergizes better with the prow armour. Just have to be careful not to be tempted to just sit in the same spot and snipe with the ship against Orks, DO NOT let them close.

Dauntless Mk2: The superior option at higher tiers as a point supplement. The extra torpedos being far more valuable to a fleet filled with torpedo-armed cruisers than just another lance.

Lunar: Least used of the Cruisers due to her lack of specialisation. If you just need a point supplement (like the Dauntless Mk2 above) then she can be an excellent support ship in high tier games. She's most effective when paired with another cruiser. 2 Lunars essentially combining the main strengths of a Gothic Class and Dominator Class between them.

Gothic: The underrated lance boat. Good vs escorts of any kind, consistent damage (which is hard to find in the Imperial cruisers), Armor piercing and good crits. A solid support for a CL or Cruiser, even able to bring something good to higher tier games (although I wouldn't recommend it, Chaos just flat out out classes the Imps for lances ship-for-ship at that tier).

Dominator: Probably the best cruiser statistically. Nova cannon and same broadside firepower as the Retribution Battleship. Nuff said.

Tyrant: My personal favorite. Can hit out to a range of 15K and effective out to a range of 9K (with upgrades) and second highest DPS per broudside, meaning she posses the best Cruiser broudises imo, she benefits massively from favour synergies and upgrades and is very respectable when stock.

Dictator: Very good little ship thats proably the best option for high tier games. At mid and low tiers she has a respectable broadsides and torpedoes with carrier capacity that she can use to cripple targets, and is excellent support for a Mars or an Emperor in an Imperial Carrier fleet.

Overlord: Excellent Brawler capable of very high damage at 6K-3K range with some constant damage potential from her lances and long range broadsides. Very respectable and dependable ship that is more than capable of standing up to her competition in a fight (especially a knife fight).

Mars: A vital part of any Nova or Carrier fleet with a very versatile armanet for just about any enemy or range. Particularly dangerous at 12K due to the combo of Lances, carrier capacity, Nova Cannon and prow armour: so good for counter-chaos operations if you synergise her weapons with upgrades and favours to assist in spotting and consistency.

Emperor: The better of the 2 Battleships currently. Joint slowest ship in the game: but basically, imagine a styx with Dominator Broadsides and a fuckton of health and shields. Thats basicly the Emperor, a collection of good things in one ship, very dangerous with the correct support and upgrades/favours.

Retribution: Weakest Battleship in game at the moment. Shes basicly a an Overlord with one more battery, some more HP/Shields and more lances; or a Dominator with Lances and no Nova Cannon for over 200 points. She can work, but the Emperor is just a flat out better option.
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Kine²
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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby Kine² » 02 April 2016, 20:00

Thanks guys ...

I'm thinking of Emperor, Mars, Dominator simply working off the DPS sheet by Carl

Inquisitor Emperor and Mars, Adeptus Mechanicus Dominator ?

I assume I just go gun upgrades for the first couple of upgrade slots ?
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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby averageintelligence » 02 April 2016, 20:06

Kine² wrote:Thanks guys ...

I'm thinking of Emperor, Mars, Dominator simply working off the DPS sheet by Carl

Inquisitor Emperor and Mars, Adeptus Mechanicus Dominator ?

I assume I just go gun upgrades for the first couple of upgrade slots ?


With the dominator go mech or Naval favor it's an arty ship
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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby Alekan » 02 April 2016, 20:30

BB has 4 skills, BC 3 skills, CR 2 skills, CL 1 skill. Does not increase with levels.
All Level 10 ships get a total of 9 crew points and 5 upgrade slots.
Escorts get maximum 3 upgrade slots (you get more slots as your Admiral levels up) no skills.

Supposedly Adeptus Mechanicus does not fully work on the BS. It will not get a 5th useable skill due to in-battle UI limitations.
Favours do not dissappear if you Replace a ship with a new one. However all upgrades and skills on a ship dissappear if you replace it.

Adeptus Mechanicus is the best default favour. +1 Skill and +1 Upgrade are worth far more than any other upgrade. However, there are situations and builds where the other Favours are important.
Adeptus Astarte is best on a vanguard ship. The AI uses everything on autocast. Put Astarte on a CL or CR and run it into the enemy fleet. They will waste all of their lightning strikes on it.
Imperial Navy Favour needs to be built around. Escort spam is an All-in tactic.
Inquisition is best on a carrier like the Dicator, Mars, or Emperor due to Squadron sergeants being avaliable in the crew.

Atm, defense and engine upgrades and skills are far more powerful than offensive ones. BFGA is a battle of maneuver and attrition.
First 3 upgrades for all of my ships: Aux Power Relays, Armoured Belt, Aux Shield Caps. This significantly increases survivability. Your ships cant shoot the enemy if their too slow/critted out/dead.
I only use 1 or 2 upgrades on firepower. Auto refuel sys on Carriers. Turbo Weapons on 6k Macro ships. Refined lenses on Gothic. Targeting Matrix on 12k Plasma Macro ships.
Other useful upgrades include Manouvering Thrusters (for BS), additional void shield (best 6th upgrade slot and mandatory on CLs).
The opportunity cost or actual applicability of other upgrades is terrible.

For skills, again attrition and maneuverability are very important. Micro-warp on everything except CLs. Enhanced induction cells are also really good to have. You need fuel to keep up with Chaos and to outmaneuver Orks. Shield Transfer is good to have to keep your ships alive a bit longer if one of them gets focused, along with Plasma bomb as a 4th skill. Shield disruption is okay, but plasma bombs will gut an escort through shields or stop that warp-jumping enemy ship. Stasis is more for Chaos and Orks to control map/range. Everything else is not worth it.

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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby MadDemiurg » 02 April 2016, 20:47

CALiGeR190 wrote:
Kine² wrote:Suggestions on which ships and how to use them ? Favours and weapon upgrades ?

Imperial Favours
Adeptus Mechanicus (AM): Good all round favour, if you're new it's especially good: it reduces penalties from bad play (halved repair costs) and makes it easier for you to unlock upgrades (halved upgrade costs) plus it gives you an extra upgrade slot making the ship equipped with the favour much more competitive (also the best looking favour imo).

Ad Mech gives 1 bonus upgrade instead of repair costs (was changed in some patch), making it the best favour in the game in my book. (1 skill and 1 upgrade of your choice allow far more fine tuning of your build than any of the "preset" favour skills).

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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby warsinger2 » 02 April 2016, 20:57

Kine² wrote:Thanks guys ...

I'm thinking of Emperor, Mars, Dominator simply working off the DPS sheet by Carl

Inquisitor Emperor and Mars, Adeptus Mechanicus Dominator ?

I assume I just go gun upgrades for the first couple of upgrade slots ?


Tbh If you want to go artillery do it all the way ditch the Emperor and go 2x Mars and 2x Dominator.

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Re: Fleet Setup For 600p 700p All Rounder Imperial Navy ?

Postby Alekan » 03 April 2016, 02:31

Common Fleet Configurations
400pts: Emperor + Light Cruiser/Gothic/Lunar OR Retribution + Dictator
600pts: Emperor + Mars + Overlord/Cruiser OR Retribution + Mars + Mars
700pts: Emperor/Retribution + Mars + Cruiser + Light Cruiser
---2x Mars + 2x Dictator (Carriers) OR 2x Mars + 2x Dominator (Nova Cannons)

Some thoughts on the battleship selection:
The defining ship of your fleet. It costs 4000 renown to fully kit out (1600 for favor. 2400 renown to re-skill/upgrade it if you replace it at level 10). Unless you are playing IN for a long time, you really don’t want to replace this ship (I did. Took a while to re-build it. Thankfully the Astarte favour stayed when I ditched the Emperor). The point spread of 15 is critically important if you want to field your BS.

Emperor (252pts)
It’s a good ship with better paper stats than the Retribution, but with a 50 armor bow and slow speed the Emperor is vulnerable to Orks and can be kited by Chaos. Another thing about the Emperor is its hangar bays. If the target ship disappears for even an instant, the strike craft return home. Be sure to bring a Mars or Dictator along for fighter cover so the Emperor can use bombers or assault boats offensively.

Retribution (237pts)
Many say the Retribution is the weakest BS due to its lack of DPS. I see it as the strongest PvE ship in the game. The Retribution is the only battleship with 75 prow armor and high-energy turn. With the right upgrades, the Retribution is the best ramming ship in the game (Orks cannot HET to knife-fight).
In PvE it’s a cakewalk. Aim for just in front of the target – the movement AI will stop the target ship to ‘prevent’ a collision (unless it is already boosting/HET). If you are overtaking from the rear, sprint with another ship and cut off/ram the target. The ensuing melee will give you the time to get to the action. This gives you an opportunity to torpedo + ram. Taunt if the target is moving, micro-warp for the kill if the target is trying to retreat. You can shave off 50-75% of a cruiser in a few seconds with a solid run. As soon as you ram a ship, full stop. They will bounce a short distance from inertia. Ram again and stop. See them bounce from inertia. You can ram ships over and over to get quick kills if they don’t move out of the way – and the Retribution has the size needed to bounce any ship, the HP pool to Ram-Kill 2-4 line ships, and HET to stay on target. HET/follow up if the target is still alive. An Emperor will take heavy damage from doing this with its 50 armor prow and lacks the torp launchers. Your cruisers have far less HP and aren’t big enough to bounce an enemy BS reliably (but will do well against 1-2 other cruisers).
You can slowly DPS enemies with an Emperor... or you can Ram-Kill in seconds with the Retribution - for 15pts less!
---Table-Top BFG has leadership checks for ramming and no HET for Battleships.


A note on Taunt
Forgot to mention this earlier. Taunt is also a very good skill to have because it is CC. It got nerfed, but it still is very powerful. Can still be used as part of a ram or to lure/counter ram. Not so good against kiting fleets, since they will just run to 6-12k when taunted now. It’s a good 3rd or 4th skill to have.


Fleet Setup: Imperial Knife-Fighting Fleet
---High speed, endurance, and defense. Firepower is only to pressure/expose weaknesses/kill escorts. Victory condition is Ram-Kills.
Chaos outguns Imperials. Orks can out-brawl Imperials. This fleet is like a Rogue, cornering Chaos and outmaneuvering Orks. Slide in a Fan of Torpedoes and a Sword of Retribution from the flank or the rear for the win. Your cruisers can flank/taunt/screen/intercept/ram to set up your battleship. Also, trolling with your fortified cruisers keeps your battleship protected from focused fire.
---Main issue is multi-tasking/microing - managing ship move orders/inertia when ramming. Also, the Retribution needs at least Micro-warp AND Aux Power Relay or this will be way harder (ram with cruisers instead).
---If you are going to ram, be sure to use Brace for Impact!

Retribution (Astartes) – Knife-Fighter/Rammer
---aux power relay, belt armour, maneuvering thrusters, aux shield caps, targeting matrix
---micro-warp, induction cells, taunt, shield transfer
---ratings, servitors, gunner
Mars (Mechanicus)
Mars (Mechanicus)
---aux power relay, belt armour, aux shield caps, auto refuel sys, turbo weapons, add void shield
---micro-warp, shield transfer, taunt, induction cells
---ratings, servitors, squadron sergeants
Dictator (Mechanicus)
Dictator (Mechanicus)
---same as Mars, except no taunt
Gothic (Astartes) – Vanguard Cruiser
---aux power relay, belt armour, aux shield caps, refined lenses, add void shield
---micro-warp, induction cells
---ratings, servitors, gunner
Dauntless Mk1 (Mechanicus) – Stealth Cruiser (for Admiral/Data missions)
---aux power relay, emissions dissipator, camo, belt armour, add void shield, battle bridge
---micro-warp, induction cells
---Navigator, Servitors, Ratings
Dauntless Mk1 (Mechanicus) - Light Vanguard Cruiser
---aux power relay, belt armour, aux shield caps, add void shield, turbo weapons, hull reinforce
---micro-warp, induction cells
---ratings, servitors, navigator or gunner
Dauntless – anything
Dauntless – anything

If I still had an Emperor:
Emperor (Inquisition)
---aux power relay, belt armour, aux shield caps, targeting matrix, auto refuel sys
---micro-warp, induction cells, shield transfer, stasis bomb
---3 ratings, 3 servitors, 3 squadron sergeants, 3 Gunner, 2 navigator, 1 Commissar, 1 Tech


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