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Battlefleet Gothic: Armada ...Warhammer space strat

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Lordnine
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Mon May 16, 2016 10:55 pm

I’m not sure if it’s the same thing or not but I know you get a penalty to Renown based on losing certain systems on the over world (galaxy?) map. It’s one thing the game mentions briefly (I think) once and never bothers to elaborate on. Losing systems also increases the cost of upgrades and a number of other penalties. The system in general feels a bit upside down, you start out at max everything and as the game goes on your incur more and more penalties, many of which are unavoidable.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Little Raven » Mon May 16, 2016 11:18 pm

Although, do NOT feel like you're going to be pressed for renown and need to be super careful about it. At the beginning you feel a little starved, but I found I had thousands of renown that I literally could not spend by the end of the campaign.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Tue May 17, 2016 9:48 am

Game is as good as I hoped it would be. Lots of fun.

I'm amazed that I'm actually being challenged on Normal difficulty. While I am still learning the systems, I'm usually pretty decent at tactical games and would have expected to play on Hard after getting a feel for the game. I've had enough issues that I'm going to stick with Normal for awhile yet.

Losing the data retrieval was more gimmicky than a problem with tactics, so I don't feel too bad about that (i.e. I have no fear of losing the same way again) and the Pillar getting pounded at the very end of the mission probably accounted for most of my lost renown. Engaging the big mothers rather than trying to kill the little guys (for defeat in detail + ship kills renown) would have resulted in less torpedoes hitting the Pillar within 60 seconds of it warping out.

Renown *is* in very short supply early in the game so maximizing it helps, not to mention there are lots of things to spend it on right now.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Tue May 17, 2016 11:39 pm

And...time to start a new campaign. Too many missions have had goals that depended on pre-knowledge of what to expect or to unacceptably spread out my fleet in order to be able to reach random map locations in time. I won't say I've lost more than I've won, but it is certainly starting to feel that way.

I do like the increase in power you see as you run into DD's, FF's, LC, CC, HC and BC (no BB's yet). Very large jump in combat ability for each increase in tonnage.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Tue May 17, 2016 11:45 pm

Unless you’ve lost most of the worlds I would recommend just sticking it out. The campaign is setup in such a way that you are going to lose worlds. It is intended to be an uphill battle all the way.

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Little Raven
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Little Raven » Wed May 18, 2016 12:20 am

Ehhh....I confess to starting a new campaign as well. For me, it was more of I reached a point where I finally knew what I was doing and wanted to go with that.

Besides...that campaign is fun.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Zarathud » Wed May 18, 2016 3:31 am

I just replayed missions like a scummer until I learned the ropes.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Wed May 18, 2016 10:36 am

My last focus on Xcom (1, not 2) in ironman mode has me playing lots of games with that mindset. Well, the mindset that I should play while doing well, and quit and restart when doing poorly, rather than keep playing no matter how poorly things are going.

So I don't mind restarting and in fact restarting is sometimes enjoyable for me.

Love the game. I just need to realize that sometimes (most times) the objectives are more important than minimizing damage to my ships. If the ships of the line don't die, then you don't lose anything, and the escorts can die and you don't lose anything.

So priorities are keep ships of the line from dying then mission objectives then keep ships of the line from taking damage. Which means objectives come before avoiding damage.

That alone will significantly improve my gameplay.

Any way to repair weapons after they have been destroyed? A few times orks have gotten lucky with lightning strikes early on and nearly completely neutered a light cruiser by stripping it of weapons. That..sucks.

I also don't understand blue shields versus purple shields, or when they take hits and don't reduce shields, or take hits and reduce shields, or when shields start to recharge, and why sometimes that recharging is interrupted and sometimes it is not.

Shields. They are good. That's about all I know about how they work.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Wed May 18, 2016 10:41 am

So I was talking to a friend last night who is playing through the campaign and I think we’ve discovered another story branch.
Spoiler:
In my game I ended up working with the Eldar pretty early on. In his game, he says he never got the chance to work with them or blew the opportunity (he’s not sure) but instead of Elves he has Space Marines fighting with him! That is pretty cool since in my game I think I only encountered 1-2 Space Marine ships in the whole campaign.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by tgb » Wed May 18, 2016 10:55 am

Now that I'm pretty much back to 100% and I feel like playing games again, I'm thinking of picking this up, but before I do I'll ask my 2 standard questions. Can you.......

1)issue orders when paused?
2) save mid mission (after the tutorial)?
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Wed May 18, 2016 10:58 am

1) No but you can activate super slow-motion which runs at about 1/10 normal game speed.
2) No save mid mission. Most missions are pretty short though. At normal game speed most missions would be less than 10 minutes long.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Wed May 18, 2016 1:08 pm

Lordnine wrote:1) No but you can activate super slow-motion which runs at about 1/10 normal game speed.
2) No save mid mission. Most missions are pretty short though. At normal game speed most missions would be less than 10 minutes long.
1) As L9 says, it's super slow. So far I've played most of my missions on the super slow mode, but I've only recently become confident enough to get frustrated by waiting during super slow mode to speed things up.

The bottom line is that you can slow things down to nearly stopped speeds, and it will only not be slow enough maybe a couple of times while you learn the game. After that, it will be plenty slow enough. It will be too slow to play at and you'll only use it to tweak your orders and then speed things up again.

2) My missions have all been 5 minutes or less. While I understand that some people's lives are such that they need to be able to save anywhere at any time, I think 5-10 minute missions are short enough. I have 3 kids and an ancient cat who has recently started using my house as a toilet, and I still manage to finish missions, or pause (it's the option screen actually) long enough to do whatever I need to do and return.

This is only going to be a problem for people who are either psychologically opposed to not being able to save or the very few people who can't be sure what the next 5 minutes of their life is going to entail. From a practical viewpoint, it's a non-issue for the vast majority of players.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by tgb » Wed May 18, 2016 2:51 pm

Thanks. I'll probably give it a shot while waiting for Stellaris to be ready.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Little Raven » Wed May 18, 2016 6:46 pm

GreenGoo wrote:Any way to repair weapons after they have been destroyed? A few times orks have gotten lucky with lightning strikes early on and nearly completely neutered a light cruiser by stripping it of weapons. That..sucks.
There is no way to repair a weapon mid-battle. That said...you shouldn't ever lose ALL your weapons...at least not without losing the ship. But it's pretty normal to lose lances or a macro bank or two. That's why you have options about WHICH SIDE you want the ship to present to the enemy...so you can continue to maximize your remaining firepower for the rest of the battle.
I also don't understand blue shields versus purple shields, or when they take hits and don't reduce shields, or take hits and reduce shields, or when shields start to recharge, and why sometimes that recharging is interrupted and sometimes it is not.
Purple shields aren't shields. The purple line indicates your shield charging up. When the purple line fills up, your shields will re-activate and the purple line will be replaced with a blue line indicating your shield strength.

Shields will take damage from most weapons. (but not ramming actions or torpedoes) The only thing that will stop your shield from charging is if you lose your generator, in which case, no more shields for the rest of the battle.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu May 19, 2016 7:28 pm

Patch today.



Greetings Admirals,

We released our development roadmap a few weeks ago, and we're excited to roll out the first thing listed on our agenda today!

This latest patch brings a bunch of bug fixes and tweaks. Most importantly though, it is now possible to invite friends to join you in custom 1v1 or 2v2 games!

Here’s the patchnotes:

BATTLEFLEET GOTHIC: ARMADA BUILD 1.1.7796

Features

Custom Game Invitations - directly invite other players to participate in 1v1 and 2v2 custom games!

Bug Fixes

Fixed a bug causing the recon beacon to take the ship’s current roll axis, which disturbed the shape of the detection range.
Fixed error "Insufficient bytes" causing some players to be unable to load their admirals in multiplayer mode.
Fixed a bug causing Vandez’s ships in some campaign missions to appear outside of the battlefield and to have a strange behavior.
Fixed a bug causing a malfunction in dialogues at the end of the following campaign missions: “The green threat”, “Seize the plans” and “Holding on to Hand”.
Fixed a bug deactivating the “Stasis Bomb” skill on defence platforms in Planetary Assault missions.
Fixed a bug preventing the player from ordering two consecutive “All Ahead Full” maneuvers on two different ships if the second ship was selected too quickly.
Fixed a bug preventing the player from fitting the Disruptive Bomb on an Aurora Eldar ship.
Fixed a bug causing a difference in Renown points between the announced gains in the briefing and the actual gains in the Battle Report.
Fixed a bug showing the critically damaged parts of a ship while it is in blip status, if the critical damage happened while it was in blip status.
Fixed a bug hiding the battlefield grid during the campaign mission “The Hunt”.
Fixed a bug allowing the ship to warp out of the battlefield while exploding.
Suppression of a Debug message showing when the Level 8 Admirals and Level 10 ships achievements were unlocked.
Fixed a bug causing a dialogue box in turn 33 to have the wrong voice acting.
Possible fix of a bug breaking down player groups when they come back to the Docks.
Fixed a bug sending the player on the stellar map at the end of the destruction of the Eldar portal cutscene at turn 23.
Fixed a bug preventing the guest of a multiplayer match to use the 5th skill of an imperial battleship fitted with the Adeptus Mechanicus Favor.
Fixed a bug allowing the player to see the Space Station and Defence platforms during the starting missions cutscenes.
Fixed a bug that prevented the forced disengagement of campaign units.
Fixed a bug affecting the size of the IA choices arrows in the Pregame lobby.
Suppressed a crash caused by Tooltips without buttons.
Fixed a bug causing a cancelled replacement of a ship to unfit all its upgrades and skills.
Fixed a bug preventing the chat linked to Shift + Enter to open while Ingame.
Fixed a bug causing the battlefield to be slightly bigger than the grid, and slightly off center.
Fixed a bug preventing the player to go back from the “load” screen of the main menu.
Fixed a bug allowing a player that tried to deploy ships outside of the battlefield to make them appear at the center of the map.
Fixed a bug allowing the player to select any ship in the pregame of the tutorial 2 “Test of Faith”
Fixed a bug causing the control group of a taunted ship to stop responding to the player’s orders.

GUI

Fixed a bug forcing the “A new bombardment mission has appeared” to stay if the player accomplishes this objective too quickly.
Possible fix on a bug showing to the guest the Ingame GUI during the start mission cutscene.
Fixed a bug forbidding the player to click on a small zone right above the GUI at the bottom of the screen to validate the use of skills or special maneuvers.
Fixed a bug giving to the “Reinforcement” Eldar skill the wrong icon.
Fixed a bug giving to the “Grot Assistance” Ork skill a wrong name in its Docks tooltip.
Fixed a bug causing an Augur Disruptor skill fitted on an Aurora or Eclipse Eldar ship to have the Pulsar’s icon instead in the ship’s card.
Fixed a bug giving an imperial captain portrait to Ork transport ships.
Skills now displays their shortcuts on their buttons.
Fixed a bug preventing the values modified by crew members to actualize themselves if the player reconditioned its ship.
Fixed a bug showing critical damage icons on all skills when a ship is warping out.
Fixed a bug displaying the wrong icon for the Prow Light Torpedo Launcher Eldar.

Graphics

Plasma Macro weapon’s projectile FX slightly modified to ease faction identification.
Wind of Change’s FX slightly modified.
Minor tweaks on blue maps backgrounds to make some Skills’ FX more visible.
Disruptive Bomb FX slightly modified.
The Ship’s reactors now take into account the roll axis of the ship.
Fixed a bug on Holofield Overcharge, Winds of Change, and Warp Signature Echo, causing them to have the wrong critical icon.
Space Stations shields FX now spherical.
Fixed bugs on the Mark of Tzeentch favour FX: A destroyed ship had its Tzeentch FX misplaced, if you switched ships in the dock, the destroyed Tzeentch ship disappeared, leaving the FX, and the Tzeentch FX were always visible around a ship lost in warp.
Minor retakes on planets textures.
Fixed a bug sometimes hiding the shield FX during the Supercharged Void Shield skill on Chaos ships.
Fixed a bug on the Desolator Chaos ship with favors Nurgle, Slaneesh or Tzeentch causing it to have wrong body parts.
The Background color of admiral’s name in the deployment phase depends on if it is an ally or an enemy.
Possible fix on a visual bug of the Voidstalker’s top prow.
Fixed a bug displaying the wrong 3D mesh for the Eldar Space Station’s Starcannons.

Improvements

If a ship loses a subsystem while being furtive, the wreckages generated by the explosion are no longer visible by the enemy.
Minefields can no longer appear under 2.500 units from the deployment zones.
The host of a group can no longer launch a new search for a match if his guest isn’t returned to the Docks.
Running Silent and Wind of Change now have the same auto-launch conditions.
The Escape menu now features a “Retry” option. This button is unavailable in Iron Man mode.
Optimization on starting mission cutscenes of Eldar and Ork Factions.
New GUI during the deployment phase depending on the faction played.
A blinking “!” is now displayed in a new tutorial box.

Gameplay

Modifications to the “Counter-Attack” and “Resistance” campaign missions in order to improve their balancing.
The bonuses and maluses on accuracy have been reworked, to be more easily understandable.
The campaign in Easy difficulty has a new modification: Enemy ships now deal -10% damages.
The Goff favor no longer gives +10 troop value.
Corrections brought to the enemy’s fleet points empowerment through the campaign.
Spire cannot suffer critical damage and the enemy ships cannot use skills anymore in Tutorial 1.
The WAAAAGH and Micro-Warp Jump skills do not reveal the ship anymore.
In the “Trouble with the Eldar” campaign mission, The Eldar behavior follow the “Cruiser Clash” rules instead of the “Assassination” behavior, making the mission easier.

Text

Various modifications to texts and tooltips.
A message is now displayed in 2v2 if an ally is disconnected in the docks, asking the player to wait its ally’s return.

All glory to the Emperor!

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Wed May 25, 2016 10:56 am

I'm cruising along. I think I'm on turn 14 or something, with no losses yet. Now that I've got a better handle on the game, including when it's time to let a ship get pummelled versus when to protect it against all damage, I think Normal might be too easy for me. While I don't make extensive use of support ships, I almost always have 1 or two (recently I had 4, because the mission required speed) and not only do I not lose a ship of the line, it is extremely rare that I lose a frigate or destroyer.

Still, I'm old and slow, and I play pretty much the entirety of each mission in Tactical Cogitator mode. Occasionally I turn them off to speed up a little, but rarely for more than 5 seconds at a time.

Game is still great fun and is crying out for more campaigns. Hell, if there was a mod that allowed you to use another race's ships in the current campaign (i.e. just replace the Imperial Navy with Orks, or Eldar or Chaos ships) , I'd probably give it a try.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Wed May 25, 2016 11:19 am

You can play any of the races in a pseudo campaign mode, it’s just not story based.
Last edited by Lordnine on Wed May 25, 2016 2:59 pm, edited 1 time in total.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Wed May 25, 2016 2:56 pm

Lordnine wrote:You can plan any of the races in a pseudo campaign mode, it’s just not story based.
Cool. Will check it out when I finish the story.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by tgb » Wed May 25, 2016 6:51 pm

GreenGoo wrote:
Lordnine wrote:You can plan any of the races in a pseudo campaign mode, it’s just not story based.
Cool. Will check it out when I finish the story.
Sounds like you're pretty far in. Are the battles still really short?
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Wed May 25, 2016 7:01 pm

tgb wrote:
GreenGoo wrote:
Lordnine wrote:You can plan any of the races in a pseudo campaign mode, it’s just not story based.
Cool. Will check it out when I finish the story.
Sounds like you're pretty far in. Are the battles still really short?
Not sure how close to the end I am, but my very first ship of the line is around 30 battles now.

Since I play in totally slow motion no I really mean it slow mode, the missions take longer than intended. At the end it gives an elapsed time that is probably accurate if you weren't slowed down. My missions have gone from about 5 minutes to about 10 minutes, at least as the game reports them. Obviously they take longer to actually play out.

But yes, the missions are short. They feel about right though. You get 1 deployment per turn with additional deployments based on various factors (including randomness I believe). Right now I have 3 deployments per turn. Some are story driven and some are randomly generated. The game is fresh enough for me that I even love the filler missions.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu May 26, 2016 12:23 pm

Almost lost a ship of the line last night! Heh.

Just a little bad luck and I was unable to interpose other, healthier ships in the line of fire so 1 ship got a lot of focus fire. I managed to keep it alive and withdraw from combat range.

For those who haven't played, here's what I think I know:

Destroyed ships aren't gone for good, they just sit in the naval yard for a turn or two, which means you can't use them for the next mission. You can pay renown to get them back in the game right away, or you can wait for them to be repaired for free (I think).

Ships can be "lost" in the warp. To the best of my knowledge, this can only happen if you manually retreat while in combat (emergency warp). While this concept scared me at first (I thought lost meant gone for good), it turns out that it basically has the same effect as a destroyed ship. It's unuseable for the next turn or so. The difference is you can't pay renown to get it back early. You can upgrade your crew to reduce the chances of a ship being lost to the warp.

On normal at least (even on ironman, which I'm playing), letting a ship get destroyed only results in a tiny penalty (wait a turn for the ship to be useable again). Warping out (i.e. to keep a ship from being destroyed) only results in a tiny penalty (again, wait a turn for the ship to be useable again). I don't think there is any penalty to renown awarded if you lose some ships, but I can't remember.

So, with that in mind, losing a ship is no big deal (assuming you have a big enough arsenal to still fill out the fleet points for any missions while you wait), whether it's from destruction OR warp. In my opinion there is zero reason to put any crew points into your astrogator, and I wish I had known this at the start, so I wouldn't have wasted so many crew points on it. Oh well.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Thu May 26, 2016 1:16 pm

Destroyed – Gravely damaged ships are out of commission for one turn, destroyed ships are out for two. You can pay renown to fix them. I believe the larger class of ships incur a larger penalty but I’m not sure as I never lost more than one ship at a time.

Lost Ships – Ships can become lost if you manually retreat or if your captain becomes insubordinate and retreats himself. I think I only had this happen twice so there may be other variables involved.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Defiant » Thu May 26, 2016 2:45 pm

Question: How much like the old Starfleet Command series (my gold standard for tactical space combat) is this?

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu May 26, 2016 3:00 pm

Defiant wrote:Question: How much like the old Starfleet Command series (my gold standard for tactical space combat) is this?
Huh. I loved that game, but now I can barely remember how it worked.

If I had to say, I'd say it's the same, but different. Ships aren't divided into separate, targetable parts. Facing does matter, based on fire trajectories, and armour is different depending on which direction you're attacking from, but it's all pretty abstracted. You can target engines, but that's more of a "try to hit the engines more often" and it all plays out as probabilities (where shots land) instead of aiming at the engine and hitting or missing it.

It's got ramming, which is fun. It's got a lot of special abilities, some of which are pretty cool in how they impact the way a battle plays out. Some are pretty standard (increase armour, decrease enemy targeting)

Boarding happens in real time between moving ships, but again it's all abstracted with ship configuration happening before battle, deciding to board and hitting the button during battle and then the results of boarding actions being randomized (breach hull, start fire, kill shield, fail, fail, fail, whatever).

Sight range is a fun one to play with, as some specials reduce a ship's sensor range (and thus it's ability to identify and target). Scouting with small ships can make enemy ships visible and targetable by long range weapons on ships that normally couldn't even see the target because of sensor range. Support ships die fast if left unsupported so it's not like your fleet can afford to sit back and throw escorts away.

If you liked Star Fleet Command, I think you'll like this game too.
Last edited by GreenGoo on Thu May 26, 2016 3:05 pm, edited 1 time in total.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Sepiche » Thu May 26, 2016 3:04 pm

Defiant wrote:Question: How much like the old Starfleet Command series (my gold standard for tactical space combat) is this?
I hadn't really thought to compare the two, but despite some mostly superficial differences they are cut form the same cloth. Going off of old memories here, but...

It lacks some of the depth of SFC in terms of power management, damage control, etc., and has more modern RTS controls, but in terms of scale (a handful of ships on each side, and short objective oriented missions) they are similar.

While the campaign mode in BFG does have a lot of random elements, I'd say it's still not as dynamic as the campaign mode from SFC.

Also in BFG, except for a short tutorial mission, you start off as an admiral as opposed to a captain, so you'll be managing multiple ships much sooner.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Defiant » Thu May 26, 2016 7:25 pm

OK, sounds like it's worth picking up when it goes on sale or the price drops (I almost never buy games above ~$20), but it won't replace SFC. Thanks.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Little Raven » Thu May 26, 2016 9:33 pm

GreenGoo wrote:So, with that in mind, losing a ship is no big deal (assuming you have a big enough arsenal to still fill out the fleet points for any missions while you wait), whether it's from destruction OR warp. In my opinion there is zero reason to put any crew points into your astrogator, and I wish I had known this at the start, so I wouldn't have wasted so many crew points on it. Oh well.
Losing a ship is no big deal, but you always want to have ONE ship with an awesome navigator.

Not because of the 'lost in the warp' thing, which is negligible. But your navigator also impacts how quickly your ship warps out. This doesn't matter most of the time but it can be very important in data recovery missions. A ship with a full strength navigator can actually warp out before an overcharged void shield expires, meaning that if you grab the data and have any shield left at all you have a guaranteed win.

But you haven't wasted any points. For a 100 renown or whatever you can reset the crew points and redistribute any way you like.
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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu May 26, 2016 10:33 pm

Little Raven wrote: But you haven't wasted any points. For a 100 renown or whatever you can reset the crew points and redistribute any way you like.
Thanks, I forgot about that, even though it's glaringly obvious when you open the crew menu/area.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Mon May 30, 2016 12:06 am

Lost my first battle on turn 22. Was a pretty straight forward break the line mission but I decided to use a single battlecruiser + 3 firestorms. There was some ai help but it was on the other side of the map. With only 1 ship of the line for the enemy to target, they just stripped its shields repeatedly and then whittled it down.

Ah well.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Mon May 30, 2016 7:33 pm

And I immediately lost the next mission as well. It was an assassination mission against Orkz, and I just couldn't kill the ship in time with the 300 pts the mission allowed.

Also, the target ship just entered the warp with no notice. I had a couple of lightning strikes waiting to kill it's warping out, but there was no notice and the ship just entered the warp cutscene with no sound or visual indicator. I'm not sure why that happens sometimes and other times there is a big long buildup to warping out.

Anyway, 2 losses back to back. A disturbing trend.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu Jun 02, 2016 12:46 pm

Still having fun. I'm around turn 28 or so, with 4 deployments per turn.

I've sealed the deal with the Eldar, and after one failed attempt at the Kollosus which brought it down to 690 hull before my last ship exploded, I managed to finish it off the second time. It self destructed around 350 hull? I didn't understand what happened but I'm just happy to finish it. My fleet was in pretty rough shape by the end.

So now I'm just cleaning up planets, killing the occasional nemesis and wondering what's next.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Sat Jun 04, 2016 10:29 pm

Finished. Steam says about 57 hours. That should tell you how often I had tactical godgitators (I always say this for some reason. I find it amusing) active. Pretty much all the time. So I played the campaign in slow motion, on normal, ironman. I think I lost 3 missions total, 2 of those were ships warping out before I could stop them. Not sure about the 3rd.

Last mission was fairly anti-climatic, although the story was good enough that even though the mission wasn't much fun, it still felt good to finish it.

The campaign was much longer than I expected. I was around 35-37 33 turns in, and with multiple deployments per turn, that's a lot of missions.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Tue Jun 07, 2016 12:26 pm

Started a new game, non-ironman, on hard. I'm on turn 11, and turns 7-10 had me with more deployments than deployable areas. i.e. I was left with 1 deployment for each of those turns where I couldn't do anything, so I just ended the turn.

3 deployments but only 2 contested planets.

I admit to losing the hand of darkness the first time and doing it over. Sue me. :D

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Lordnine » Tue Jun 07, 2016 12:49 pm

You should try getting all the bad outcomes just to see how things in the story change! Think of the added challenge!

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Tue Jun 07, 2016 2:00 pm

Lordnine wrote:You should try getting all the bad outcomes just to see how things in the story change! Think of the added challenge!
I think El Guapo asked the question earlier about what happens if you don't side with the Eldar.

I considered doing the non-obvious things, but it's against my nature and my heart isn't in it.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu Jun 09, 2016 10:21 am

Things are getting tougher. I had a breakthrough mission, which quite frankly was one of the easier missions on normal, but recently on hard I had to actually break through (i.e. kill the platforms then run for my life without killing all enemy ships) against Chaos, and a breakthrough against the Orkz resulted in my fleet being annihilated because I stubbornly refused to run.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu Jun 09, 2016 8:32 pm

New patch. Lots of changes and bug fixes. Text is a bit of a wall so I put it in spoiler tags just to keep the page mostly clean.
Spoiler:
PATCH NOTE BATTLEFLEET GOTHIC: ARMADA BUILD 1.4.8073c

Features
Subsystems Temporary critical damages have been added to the game. Subsystems temporary critical damages disable the parts just like permanent critical damages, but they can be repaired with Emergency Repairs. Only Weaponry, Boarding Actions, Pathfinder Assault and Avatar of Khaine can deal subsystems permanent critical damages. All other assault actions (Lightning strikes and affiliated (excepted Avatar of Khaine), Shokk-Attack Mega Kannon, Boardin’ Torpedoes, etc…) can only cause subsystems temporary critical damages.
Added : Russian language
An option allows you to select a specific region to prioritize researches of an opponent in PvP.
The chat in the Battle Report is now available.
The “Co-op versus AI mode” is now available in Skirmish.


Bug Fix
Fixed a bug causing a multiplayer custom game to switch to the “Set your Fleet” screen directly from the Lobby if the player played a classic matchmaking multiplayer game before.
Fixed a bug allowing the host of a custom game to delete AI opponents by switching players’ places.
Fixed a bug displaying the wrong speed for Ork ships in their shipyard.
Fixed a bug keeping two Escort ship slots empty in the “Set your Fleet” and duplicating them when the “Ready” button is clicked on.
Fixed a bug making Commodore Vandez immortal in the Gethsemane mission.
Fixed a bug setting the Ork Escort ships in the “The Hunt” Campaign mission to a different elevation than the rest of the fleet.
Fixed a bug which didn’t counted the Prow Lance Turret of the Retribution Imperial Navy Battleship as critically damaged when it destroyed
Fixed a bug forcing the game to consider a custom Lobby as Multiplayer once an invitation sent, even if the player ultimately does not join the lobby.
Fixed a bug in multiplayer custom lobby: The guest wasn’t seeing the AI fleets in the right slots.
Fixed a bug on “generated profile” causing the choice strip to stay as “With/Without skills”.
Fixed a bug causing a Freeze during a loading screen if the player returned to the main menu through the Escape menu and pressed the “Escape” key anew.
Fixed a crash occurring during the appearance/ disappearance of Tooltips.
Fixed a bug causing the Ork Docks background to prevent the player from click the “Add” button of the shipyard.
Fixed a bug allowing a player in Space Station or Breakthrough Defence missions to have Space Stations and Defence Platforms of other factions.
Fixed a bug in the Hull percentage calculation which sometimes did not trigger an insubordination test if the ship had less than 30% hull.
Fixed a bug allowing to use the “Grot Assistants” Skill when the Engines were critically damaged.
Fixed a bug displaying a ship as a Wreckage if it was identified while disengaging.
Fixed a bug preventing the Overlay Warnings “Hull Breach!” and “Fire Onboard!” to be displayed for the Guest players of a multiplayer match.
Fixed a bug giving the Missile Pod, Heavy Missile Pod and Super Heavy Missile Pod the wrong damage value. It is now 10 instead of 3.
Fixed a bug giving to the Nurgle Desolator the wrong battery weapon to the left side.

GUI
Fixed a bug displaying the Armour and Detection Range values in the wrong colours once in a mission.
Fixed a bug duplicating a ship’s newly written name on every ships of the fleet in the Stat Panel.
Fixed a bug removing the Warp Jump Cooldown display if the Generator was critically damaged.
All skills now display an updated value for their cooldown if modifications are applied to them.
Fixed a bug allowing the LVL 8 Experience Gauge to be filled a bit.
Fixed a bug in multiplayer docks while in a group, preventing a warning message asking to wait the ally’s arrival, to be displayed.
Special assault actions now display their specific overlay message upon success or failure.
The weaponry critical damage icon on a ship now appears and display a number indicating the number of weapons damaged rather than appearing once all weapons are critically damaged.

Graphics
Fixed a bug causing the Eldar Space Station to have a wrong mesh set on its starcannons.
Chains texture modified on the Hellbringer and Hellbringer Mk II’s decks.
Relocation of a Nurgle Tentacle of the Nurgle Favour that was colliding with a turret on Chaos Battleships.
High Energy Turn FX for Imperial Escort ships added.
Chaos ships Engines FX reworked.
Ork ships Engines FX reworked.
New FX added to the “Phantom Disruption” Eldar Favour skill.
Fixed a bug giving to the Ork Cruisers a Chaos token instead of an Ork one.
Visual scroll bars added to the Pregame and the shipyards.

Optimizations
The short Delay between two clicks on Escort ships in the “Set your Fleet “screen has been removed.
You can now skip the Tutorial missions of the campaign. You will be sent after them with the renown you would have earned.
A new tutorial window has been added indicating the defeat conditions of the campaign.
Ship Captains now have names and can be renamed, up to 23 letters.
The Game’s version is now taken into account to match players in matchmaking. It is now impossible to play against players that do not have the same game version.
In Campaign mode, once you have at least 50 lost worlds, a warning message is displayed to prompt you to go under the 50 worlds lost threshold or it will be a Game Over.
Saves are now set in chronological order.
The “General” settings modifications after an auto-detection is now saved and kept.
Multi-selecting an allied ship and an enemy ship at the same time is now impossible, a multi-selected destroyed ship is now deselected from the group, and using tab in the Deploy screen now select the first ship of the line rather than the last.

Gameplay
General

Escort ships can no longer use the “Emergency Repairs” skill while heavily damaged.
Accuracy calculations modified: Now all bonuses/penalties are a raw improvement/decrease of the Accuracy score excepted for the Eldar Holofield that stays a percentage reduction.
The Radius of the Plasma Engine Surge has been improved from 2.500 to 3.000

Eldar

Eldar Pulsars now deal 15 damage per pulsar per instance (3 instances per skill use) and have their cooldown reduced from 30 second to 20.
The Eldar “Rune-Assisted Targeting” upgrade has been reworked. Rather than its old effect, it now does: “While on “Lock On” Special Order, Starcannons switch from a 90° angle of fire, to a 270° angle of fire.”
The Eldar “Phoenix Sails” upgrade has been reworked. Rather than its old effect, it now does: “If Sails are critically damaged, the speed penalty is divided by 2”
The Eldar “Dragon Sails” upgrade has been reworked. Rather than its old effect, it now does: “Gives +25 speed to the ship”
The Eldar “Ambusher” favour upgrade has been modified, its bonus reduced from +50% damages while furtive to +25%.
The Eldar “Maelstrom” favour skill has been modified, it now deals 0 damage to shielded ships, but 10 damage per second to ships without shields.
The Eldar “Wraithbone Shift” Special Manoeuvre cooldown has been improved from 20 seconds to 25 seconds.
The Eldar “Phantom Disruption” favour skill has been modified, it now affects an area of effect of 3.000 units around the given location instead of a lone ship.
New Eldar upgrade replacing “Enhanced Crystal Focusing: Pulsars range improved by 3.000 units.” by “Guided Fire: While on Reload Special order, Starcannons reduce their firing rate by 2% per second as long as they attack the same target continuously. Maximum reduction -50%”
New Eldar upgrade replacing “Wraithguard: Raises the Troop Value by 10 against Cancel Warp attempts.” by “Solar Accumulator: Reduce the Wraithbone Shift Special Manoeuvre’s cooldown by 5 seconds.”
Two new Eldar ships models, the Shadow Cruiser Kurnous Pattern and the Eclipse Battle Cruiser Vaul Pattern are now available.

Orks

New Ork Trait “Looted Ship”: Fire Durations on this ship are doubled and Hull Breaches causes double damage.
New Ork Upgrade replacing “Heavy Gunz: Under 3.000 units, Gunz and Kannonz reduce armour to 25%” by “More Dakka: While on Lock On, all Gunz fire the maximum number of shots.”
New Ork Upgrade replacing “Big Mek: Raises the Troop Value by 10 against Cancel Warp attempts” by “Bonkers Big Mek: Upon Dying, the ship always triggers a Plasma Engine Surge, Exploding violently. The damages dealt this way are doubled.”
The Ork Trait “Squigless” has been removed. The players can now execute Ork Captains without the Chained Squig upgrade. The Chained Squig crew member is still locked and needs the affiliated upgrade to be unlocked.
The Ork Upgrade “Mork-blessed Scannurz” has been removed, replaced by the “Chained Squig” upgrade.
The vacant space in Hull left by “Chained Squig” has been filled with “Cleva Mekboy: The ship can still use Boarding action and Emergency Repairs once heavily damaged, but the Emergency Repairs cannot heal the ship for more than 15% of its max hull points.”
The “Shokk-Attack Mega Kannon” Ork Favour skill now deals 2 assault actions instead of 1.
Orks Kannonz are no longer affected by upgrades.
New Ork upgrade replacing “Kustom Generator: While on Lock on Special Order, Zzaps have a +300% chance to deal critical hits.” by “Disrupta Zzap: Each hit on the enemy ship’s hull by the ship's Zzap slows the target by 50% for 2 seconds. Stackable.”
The Ork upgrade “Sheeld-breaker Shot” has been reworked. Rather than its old effect, it now does: “Each Zzap shot has a 50% chance to bypass shields and holofields.”
New Ork upgrade replacing “Kunning Plans: Special Manoeuvres do not reveal the ship.” by “Turbo Boosta: Gives +25 speed to the ship, but each Big Red Button Special Manoeuvre has a 20% chance to cause a temporary Engine critical damage.”

Skills and Favors

The “Disruption Bomb” Technical skill’s cooldown is now 180 seconds.
The “Stasis Bomb” Technical skill’s cooldown is now 300 seconds.
The “Plasma Bomb” Technical skill’s cooldown is now 180 seconds. Additionally, they only deal 50 damages (instead of 100) if the enemy ship distant of more than 50% of the area of effect compared to the epicenter of the explosion.
The “Micro Warp Jump” (and faction equivalent) technical skill has been reworked: It now starts in Cooldown, and shares its Cooldown with the Warp Jump. If the player uses one of those two skills, both will be set on the used skill’s cooldown.
The interdiction zone for the Micro Warp Jump has been reduced from 3.000 to 2.000.
New Technical Skill replacing “Taunt: Force the targeted ship to attack the ship, respecting its set behaviour.” by “Rally: Cancel the targeted ship’s insubordination without triggering the Mutiny effect.”
Unfitting a Skill, an Upgrade or a Favour now gives back 50% of its initial price.
The Servitors (and faction equivalent) now affect all skills excepted the Warp Jump (and faction equivalent).
All additional Troop Values granted through a Favour upgrade are divided by 2 (Examples: Nurgle now only gives +10 and Space Marines now only give +5)

Text
Numerous modifications.
Russian language is now available.
Recon Beacon’s tooltip now indicates the correct value for its detection range.
The Hellebore’s Torpedo launcher now displays a tooltip.
Modifications brought to the Credit scene.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu Sep 29, 2016 10:03 pm

Just noticed by pure chance that (free?) DLC for this game came out today. Tau Empire. What it entails, I have no idea, but Steam says I already own it, so I guess it's free.

If Tau's your thing, it's probably worth checking out.

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by Isgrimnur » Thu Sep 29, 2016 10:31 pm

$6.99
The alien Tau Empire has rapidly expanded across the galaxy, aided by highly advanced technology and driven by a total dedication to the Greater Good philosophy. Their fleets excel at long range, with powerful weapons dealing massive amounts of damage from afar. Skilled Tau admirals can eliminate the bulk of an enemy fleet before they can even get within boarding distance. The Tau have access to a wide array of upgrades and traits to improve their Torpedoes and Ordnances even further.

This DLC allows you to play as the Tau Empire fleet, featuring all-new ships, castes and gameplay mechanics, as well as the unique Warfare system.

Auxiliary Ships
...
Tau Warfare System
...
Castes
Silver - 1k

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Re: Battlefleet Gothic: Armada ...Warhammer space strat

Post by GreenGoo » Thu Sep 29, 2016 11:46 pm

Steam says I already own it, somehow. I assumed that meant it was free. Not sure what the dealio is.

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