I keep the other 4 ships together in group 1 and they will capture one victory point as they approach the enemy. I use the Slaughter (240 movement) as my group-2 capping ship, which forms up with the rest of the fleet if it looks like the enemy will face me head on. This fleet excels at dishing out damage and abusing their morale. You will often take losses but thanks to daemonic infestation even that can work in your favour. I have beaten over 15 tyranid fleets up close with this, the only one I lost to had the level 10 Tyranid ability which makes their fleet essentially immune to morale. Always make priority 1 the enemy commandship. You want to be right in the middle of them so that your warp-powered ability will damage the morale of as many enemy ships as possible. You have a lot of macro-cannons so will tear a lot of enemies apart up close. Board them if you aren't against Tyranids/Spacemarines, if you are save your lightning strike to re-populate any ship they turn into a drifting hulk. You get up close, brace for impact and ram everything. I currently am only level 9 so do not have the level 10 traits open to me. I swapped daemonic infestation for armour piercing ammunition when it became available. Super-void charged shield synergises with warp-powered, but in general I found that dropping the bombs was more effective. Plasma bomb + Disruption bomb, and warp powered + daemonic infestation. I play brawler Chaos with 1x Battleship Despoiler, 2x Grandcruiser Repulsive, 1x Cruiser Carnage and 1x Cruiser Slaughter. I'm no fan of the Dark Gods but the older Imperial ship doctrine appeals to me. You've got solid speed and all the basic manuvers to work with via combustion gague, so even Reload stance can be suprisingly useful. The Imperial Army had a lot more focus on that than the Imperial Navy does and it shows. Also consider bringing some strike craft, both for intercepting bombers/boarding craft and for long range strikes of your own. Those combined with some escorts for spotting and target lock/run silent should see you through to victory at long range. With armor being DR instead of % to negate a hit, this really impacted them.)įortunately, Chaos packs some classical 30k Imperial Army (yes, army, Navy/Guard was one service back then!) macro cannon ships. Also their damage is unchanged but hullpoints doubled globally. (Short version is that instead of negating lots of armor, they negate 1/3 as much as in the first game. My suggestion would be to avoid lances, while traditionally they were bread and butter tools, they were inadvertantly nurfed into the ground in terms of damage due to the armor and hull point total changes. Easy win.Ĭhaos is a kite/ranged combat focused faction with a solid selection of ships. Just rush into enemy fleet, use your moral destroying skill and board the enemy. I have a level 10 Astartes fleet and i have to play twice as good when i am playing chaos than playing space marines. It is way easier to play space marines and Tyranids than Chaos. Dark Eldar is not the biggest problem, because Chaos is ranged faction. Chaos gods specific traits are unlocked at level 10įurthermore Chaos is countered hard by the current meta especially by Tyrainds and Space marines. Most of the people who are playing against you have a level 10 fleet. Maybe you are starting with chaos right now, so you do not have the level 10 skills. Torpedo ships are weak when you are playing chaos so do not take them.Īs chaos player stasis bomb helps you a lot. I would consider you to take some macro weapon ships too. Chaos has good battleships which really do a lot of damage.
#Battlefleet gothic armada chaos battleship full#
I have played full lance fleet at first, but this is useless. Chaos has some very good and some very useless ships. You have to take the right ship types first. Well right now the best fleets are the lightning strike fleets.