GENERAL OVERVIEW OF THE IMPERIALS
Unlike their Chaos counterparts, Imperial Cruisers are not designed to win
wars by themselves. The Imperial fleet is a slow, methodical monster. Each
cruiser is but a piece of the whole. Chaos commanders can afford to have their
fleet split apart to some margin. The long reach of their batteries allows
their ships to still back one another when separated. Chaos ships are also
designed with a solo bravado in mind; each captain's ship trying to outdo the
next with a torrent of heavy firepower.
Not so the Imperials. To get the most out of your cruisers, look at them in
pairs at the very least. Gothic & Lunar class cruisers are a waste of
points on their own. They cannot keep up with, say, a Slaughter Class Cruiser
in a gunfight. But pair them up with a second lunar and take on two Chaos
Cruisers of the same displacement and the Imperials will come to the for so
long as the Imperial ships work in tandem with one another! Boasting 12
torpedoes and an easy spread of either heavy firepower or lance decks, the
Imperials can bully their way through the worst of the Chaos shooting and hit
home hard.
CRUISERS
| Name |
Strengths |
Weaknesses |
Notes |
|
Dictator Class Cruiser |
-easy to build, excellent turret rating, heavy ordnance output
|
-undergunned, expensive |
The Dictator is seen in equal measure with Mars Class Heavy Cruisers. Oddly
enough, the Dictator with its prow mounted torpedoes outdoes its heavier
counterpart in total ordnance it launches, mounting an equal four spread of
fighter/bomber counters as well. Dictators are designed to help an Imperial
Fleet keep neck in neck with the Chaos ordnance race.
Its fault is more that of a player rather than by design. Many Imperial
players pick up Dictator's in an effort to match Chaos players with total
numbers of fighter-type ordnance. They lose right off as the Imperials cannot
compete with Styx & Devastation class cruisers especially when backed by a
Despoiler. I have often heard Imperial players feeling cheated that way.
The Dictator allows an aggressive Imperial player to seize the initiative with
ordnance. When the formation of Imperial ships launches its torpedoes
alongside waves of fighters and bombers, their opponent is forced on the
defensive to counter the mass wave of onrushing, shield-omitting attack craft
& missiles inbound on their fleet. They either prepare for this inevitable
deluge by launching fighters preemptively in the early stages of the game, or
they risk taking a severe beating by a crafty Imperial player.
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Gothic Class Cruiser |
-heavy lance decks, inexpensive, easy to assemble, very effective against
enemy escorts, firepower not diminished by aspect, damn cool looking
|
-ineffective against other cruisers in duels, weak against the Eldar
|
The Gothic class is one of two main Imperial vessels. It is in all rights a
ship of the line and needs to work in tandem with a sister vessel, such as
another Gothic or Lunar to realize its full potential against enemy capital
ships. It's no nonsense outlook towards combat makes it very easy to use;
firing last with its heavy lances. Many Imperial players have had their Gothic
ships score impressive kill lists grace of always getting the last shots in on
a targeted vessel.
Overall, the Gothic is a very specialized ship. Use it well and enjoy!
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Dominator Class Cruiser |
nova cannon, heavy weapons battery armament, improved range options
|
no ordnance, requires 4 weapons batteries to build
|
Not a true ship of the line, the Dominator is an odd ship in that it's one of
the few equipped with a standard nova cannon. True, other ships like the
Tyrant and Lunar may be upgraded to also include a Nova Cannon, but when only
placed now and again, a very visible gap in an Imperial ordnance spread
becomes visible.
However, in the hands of a player that excels at guess range weapons, the
Dominator becomes a horror even without ordnance. Enemy ships cannot afford to
stay at range as the Nova Cannon hammers them. Closing with the cruiser only
brings them into range of the massive gun decks of the Dictator, along with
any friendly ships close at hand. A favoured tactic is to force an enemy to
close with the nova cannon armed ship and when they slip inside its range, to
let loose with all torpedoes of its sister ships.
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Tyrant Class Cruiser |
-long range weapons batteries, good firepower strength, nova cannon &
improved battery options
|
-ranged weapons batteries weak
|
The Tyrant Class appears in many respects to be a variant of the Dominator for
players that hate guess range weapons. It provides all the advantage of the
former's gun batteries but with added strength. Granted, the Dominator's
options allow it to take same range batteries at a higher strength but at a
sacrifice of the overall whole.
The Tyrant essentially provides some reach for Imperial players that suffer
from getting battered before closing with the foe. It has options enough to
make it an improved clone of the Dominator but at considerable cost. This
makes the Dominator a rather unspecialized Imperial vessel; able to take on
several roles but remaining master of none.
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|
Lunar Class Cruiser |
inexpensive, jack of all trades, easy to build, awesome looking,
underestimated, nova cannon options
|
none appreciable |
Pound for pound, by far the most effective ship in the Imperial-Chaos cruiser
arsenal. The Lunar class cruiser is a little miracle. It is unimpressive on
paper, but by that very design, forces players to use it cunningly. The Lunar
is very direct in its purpose; close with the enemy while firing ordnance,
cross in front or behind and let loose with others of its kind. Two Lunar
class ships working in tandem provides an awesome 12 torpedoes, 12 firepower
& 4 lances to each side. With the options of slotting it up with nova
cannons, this beast becomes a hard hitting leviathan, forcing enemy ships
continually on the defensive.
The Lunar is also very easy to build. Each sprue frame comes with the parts
needed to build the ship without encroaching upon another sprue. Very
affordable, they should form the bulk of any Imperial fleet over 1000pts. Any
fleet worth its salt has at least one Lunar on its roster. Most should have
two.
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Overlord Class Battlecruiser |
long range, heavy turret options, good weapons strength
|
expensive, requires 4 weapons batteries to build
|
There is no going wrong with an Overlord class battlecruiser in an Imperial
Fleet. It is a very self-sufficient vessel, somewhat of a rarity in the
Imperial list. It can stand to fight unsupported for a turn or two and batter
an opponent in a one on one duel, something most Imperial vessels other than
the Dictator and Dominator struggle to do. Between the Overlord and the Mars,
the Overlord is the safer choice from the two, though the Mars provides a
gamble many veterans are glad to take.
The only telling flaw of the Overlord is that it isolates itself from the rest
of the Imperial Fleet with its long range guns. It often wants to begin firing
broadsides into the enemy fleet sooner than the shorter ranged counterparts. Up
close it fares little better than a Lunar for half again as many points.
However, it escorts a Retribution or Emperor class Battleship beautifully;
both ships able to reach out and smash the opponent at range. Against Eldar,
it is also equally invaluable, providing a null zone in which the pirates are
loathe to send their cruisers until the Overlord is neutralized.
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Mars Class Battlecruiser |
carrier, nova cannon, improved gunnery option, inexpensive for abilities,
excellent ranged weaponry
|
undergunned up close, expensive
|
The Mars is everything an elite Imperial commander could want. It has attack
craft, it has range, it has lances that allow it to fire while closing and it
has a nova cannon. It is a hard hitting little monster that in the hands of an
experienced player is a real tough nut to crack. There's no easy way to take
out a Mars cruiser with a conventional fleet.
If the Mars has a weakness, it's that it is no better than a Lunar class
cruiser up close as far as gunnery is concerned. Its waves of attack craft
will still maul any ship that gets too close, however. Closing with it is a
pain under the continual barrage of the nova cannon and the accompanying
lances. Under escort, the Mars often forms the core of a small Imperial Fleet
and makes an impressive flagship.
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GENERAL OVERVIEW OF THE CHAOS
Here's some recommendations of some of the strengths and weaknesses of various
Chaos ships that I have seen through the course of play.
CRUISERS
| Name |
Strengths |
Weaknesses |
Notes |
|
--Slaughter Class Cruiser-- |
Very fast, heavily armed, inexpensive, easy to build
|
"short" ranged, too fast
|
No other class of ship have I seen so often ill used in a Chaos Fleet. Many
players get caught up in just how quickly the Slaughter can move and halo them
with a couple of escorts and go straight for the enemy's throat ahead of their
entire fleet. Of course, the Slaughter does an impressive amount of damage and
then gets crippled, reducing it's effectiveness to that of a slightly damp
cloth.
I have found that a Slaughter is best used by keeping it behind a Chaos
Fleet and to use it to follow up attacks rather than by leading them. Only
once the enemy has finally closed with the Chaos Fleet does the Slaughter jump
into the fray, becoming a immediate mobile reserve. The Slaughter has an
impressive amount of weaponry (14 FP from combined fore and side weapons
batteries backed up by two lances) and pouncing on a straggler or jumping an
annoying squadron of escorts can be crucial during key turns. They can also
keep harrying the opponent once a ship is finally crippled, racing past
sheltering ships to put the deathblow to these wounded vessels.
And what Chaos player doesn't have four lance decks kicking around to build
one?
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--Murder Class Cruiser-- |
long range lances, respectable firepower
|
painfully "average", requires 4 gun batteries to build
|
The Murder class Cruiser is very much like its Imperial counterpart, the
Lunar. One's not bad. Two working in tandem are incredible. If you have one,
get a second and keep them working in tandem, even squadron them if you'd
prefer (I do!). The long range lances to the fore do not do much until they're
backed by a second ship that can reach out that far. A second Murder easily
does so, providing the punch of a Gothic class Cruiser but at a 60cm range. If
the enemy closes, the combined 20 FP the pair can bring to bear is nothing
short of intimidating.
The Murder class is a workhorse. It is master of none, but it is a very
worthwhile vessel.
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|
--Carnage Class Cruiser-- |
heavy firepower, good range
|
no lances, requires 4 gun batteries to build
|
The Carnage class Cruiser is a wet dream to any player that has been
frustrated by the Eldar. With the ability to reach out as far as 60cm with
weapons battery fire, it seems almost cruel to those pointy eared gitz. Up
close, the Carnage is absolutely brutal with its potential of 16 firepower to
one side.
The Carnage, however, suffers from some key problems. The first is that it is
yet another Chaos ship that requires the use gun batteries to build. Second,
some Chaos players find them less effective against seasoned Ork &
Imperial players. They are less likely to flinch when the gruesome amount of
firepower is brought to bear against their armoured prows. A newer opponent
might brace, even at extreme ranges. But against high armour values (6+), the
Carnage suffers somewhat. It's key to get around to the rear of an enemy
vessel and pound them to dust to get the most out of the ship's guns.
Still, for those that like a theme, the Carnage is vicious. Downing your first
Eldar Cruiser will make it all worthwhile...
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--Devastation Class Cruiser-- |
long range lances, inexpensive carrier, excellent turret rating, doesn't
require gun batteries to build
|
undergunned at distance
|
The Devastation is comparable to the Lunar class Imperial Cruiser in overall
effectiveness. Both ships launch a similar spread of ordnance (though the
Devastation can boast a more versatile variety), and have similar weapons
displacements. The Devastation is purely a fleet-support Carrier; a hybrid
that sacrifices considerable distance firing that's so key to the Chaos Fleet
for ordnance.
Just remember what you're giving up when you take a Devastation.
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HEAVY CRUISERS
| Name |
Strengths |
Weaknesses |
Notes |
| --Archeron Class Heavy Cruiser-- |
heavy lance loadout, good turret rating, easy to build
|
undergunned in one on one duel
|
The Archeron is a support ship, very comparable to the Gothic Imperial
Cruiser. At 45cm, its four lances and 6 firepower which can be brought to bear
one one flank does not seem like a lot, but it's substantial enough to bear
keeping in mind. The Archeron is, simply put, a poor-man's heavy cruiser.
There is nothing spectacular about it, but it does provide the Chaos Fleet
with some badly needed lance support.
|
|
--Hades Class Heavy Cruiser-- |
excellent fleet support ship, good forward lance strength, inexpensive for
power
|
requires weapons batteries to build
|
Everything that held true with the Murder applies to the Hades. The Hades is
essentially a 30pt upgrade that provides an extra pair of lances with a
traversing fire axis that swings from either side of the ship. At range, this
equates to some wonderful closing shots with the enemy, particularly if the
Chaos fleet takes its time closing the gap. In ship to ship duels, the lances
(particularly when locked-on) can provide that nice knock out punch. When
backing Murder or Carnage class ships, the Hades shows its worth.
|
--Styx Class Heavy Cruiser--
|
Heavy ordnance, long ranged weapons, good weapons strength
|
Often forced to be Chaos-Fleet's Flagship
|
The obvious merits of the Styx is that it allows a Chaos player to easily
provide a large amount of ordnance onto the battlefield at an affordable cost.
The Styx is a remarkable vessel, with an impressive array of support weaponry
with excellent range. This allows it to stay at deliberate range from the
enemy while continually launching support elements in the form of either
offensive or defensive ordnance.
The only catch seems to be that the Styx is somewhat expensive. The cost may
not be so readily apparent at first until placing the Warmaster within the
fleet. The Styx is a very obvious target for any opponent, especially one
that's keen to cripple the ordnance capabilities of their opponent. It often
proves key to remove it as early as possible, and if isolated, the Styx cannot
endure a duel with what's sent against it.
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REGENTS OF THE FLEET
There is nothing, but nothing that can stand up to the massive power standing
of a Battleship in Battlefleet Gothic. Over several turns, anything but a
rival Dreadnought will be pounded into dust. Their shields and armour and
turrets are proof against almost all forms of single attack. Only en masse can
they be brought low by the enemy ships. Their appearance are inspirational and
frightening all at once. Their timely presence can easily turn the whole
course of a game.
They aren't without decided cost, though it's strangely affordable. For the
price of two cruisers and the support of three others, a Battleship may be
fielded in Battlefleet Gothic. This usually limits there use to games of
1500pts or more and at such smaller games, they, like Titans in Epic, either
dominate or never do enough to earn their keeping. Ideally, at 2000pts or
more, a Battleship should be fielded though it isn't necessary to do
so. They make spectacular flagships and always make their presence felt. Many
players include at least one, if only as a centerpiece model. Like a Lord on a
Monstrous mount in Fantasy, they don't always hit the field, but they're
available now and again.
Without further adieu, the big ships.
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REPULSIVE CLASS GRAND CRUISER |
Good armament, heavy torpedo salvos, good turret rating. Low cost. |
Slow, low shield & armour ratings. |
The Repulsive is a dueling class ship. Though lacking the defensive strength
of a true battleship, it has the hitting power of most ships in that class.
The Repulsive is a hunter of cruiser sized ships, dominating them in size and
strength. With a small 10pt upgrade, all of its gunsystems have a 45cm range
that can be brought to bear. It has the hitting power of a Slaughter Class
Cruiser but with an additional lance. The impressive torpedo array to the fore
gives them an ordnance threat, easily forcing an unwary opponent to brace for
impact or risk losing (on average with most fleets) two hits from their ship.
|
VENGEANCE CLASS GRAND CRUISER |
Excellent gun range, strong shields. |
Unimpressive armament, slow. |
The first of the Furious Class variants, the Vengeance is overall an
unimpressive and unimaginative vessel. It is a workhorse style Grand Cruiser,
very much a ship of the line rather than a definitive flagship. For those
seeking a ship that won't overshadow their commander's vessel, the Vengeance
is an excellent choice.
|
RETALIATOR CLASS GRAND CRUISER |
Well armed, well shielded |
Expensive, short ranged, small carrier capacity |
The Retaliator is essentially a shorter ranged Styx class Heavy Cruiser with
better defensive capabilities at the sacrifice of carrier bays. The Retaliator
is fully able to engage other cruisers in gun duels while launching its attack
craft, its heavy shield and turret ratings providing proof against cruiser
sized armaments. However, it is an expensive ship and is unspecialized in its
role.
|
EXECUTOR CLASS GRAND CRUISER |
Very heavy lance armament, good shields, inexpensive |
Relatively short ranged, underarmed in cruiser duels
|
On its own, the Executor suffers all of the same problems as a Gothic class
cruiser. With only lances making up its armament, it cannot damage enemy ships
fast enough in protracted duels. Its short range means that it needs to get in
close to ensure that its damage is telling. However, when the Executor is
paired up with another Chaos ship, its weaponry becomes very formidable,
allowing it to either knock down shields before the rest of the fleet opens
fire with gun decks, or allowing it to get the killing blow on stricken
vessels.
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| DESOLATOR CLASS BATTLESHIP |
Good lance armament, long range, very heavy torpedo strength, fast |
Undergunned, unmaneuverable |
The Desolator is the poorer choice of the twoChaos Battleships. Unspecialized,
it's best advantage is the very long range of its guns and lance decks. Its
speed allows it to keep the enemy at very long range while continuing to
punish its advance. There should be little reason for it not to be on lock on
orders from the get go, providing a continual barrage at the earliest moment.
When the enemy finally closes, the Desolator can let loose a frightening
amount of torpedoes which can cause even the most stalwart of players to
swerve to avoid them. The Desolator is best backed by at least a squadron of
escorts to provide some extra short range weapons battery fire and to prevent
it from being swarmed.
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DESPOILER CLASS BATTLESHIP |
Very heavy lance armament, very large launch bay capacity, good
range, inexpensive for power, torpedo options |
Slow, awkward lance placement towards prow |
The Despoiler is a dream come true for most Chaos players. It is incredibly
heavily armed and comes backed with a massive carrier output. At a glance, it
loses one lance at 60cm to the Desolator, but gains an extra four towards the
front at 30cm. Though these weapons have questionable use on a carrier, in the
right hands, the Despoiler becomes a line breaker like the Slaughter. It is
almost guaranteed that whatever vessel that slips within 30cm of the Despoiler
will be smashed apart should the Battleship bring its lance armament and
attack craft to bear on the offending ship.
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ESCORTS vs ORDNANCE
Escorts look wonderful on paper. They are fast, highly maneuverable ships
that, when squadronned together, can provide devastating volleys of gunfire.
They are also small targets, difficult to hit with even the potent gundecks of
a cruiser. Concentrated bursts from a single capital ship might smash apart a
single escort caught unawares. It might take the guns of the whole fleet to successfully
wipe out 200pts worth of escorts bent on absorbing as much gunfire as
possible. Then why do we not see them very often in numbers? Where are the
Swords and Iconoclasts that lurk in the wake of enemy capital ships, picking
apart their shields so that the gunline can smash the stricken vessel apart?
Where are the Cobras & Infidels with their torpedo salvos, forcing apart
fleet formations and isolated scattered individuals?
They are put on shelves, in lieu of a preference towards attack craft.
Almost everything an escort can do, a bomber wave or assault boat can do just
as well, if not better. Attack craft are harder to hit (last column on
firepower chart and requiring 6s to hit with everything but bombardment
cannons). They can do catastrophic amounts of damage, bypassing shields,
upsetting weapons systems and eliminating the competition in one fell swoop.
Escorts die in droves when facing their adversaries, the bombers and assault
boats of the enemy. This makes them a better defensive unit too, able to use
fighters to counter torpedo ordnance or launch as attack craft to see off
marauding destroyers and frigates. The only ships proof against attack craft
are Battleships, and then only just.
The ultimate argument in favour of attack craft, is cost. Though carriers do
pay a premium for their arsenal of versatility, 250pts of escorts seldom
matches up to a single Devastation Class Cruiser. A failed attack run with
your escorts costs you victory points. A failed attack run with attack craft
is just a test of the enemy's defenses and will likely be followed up shortly.
When designed, carriers were never meant to dominate Battlefleet Gothic. It
was hoped and intended that fleet that was dedicated on attack craft could
meet and engage any other fleet with considerable competitive success. Such
isn't the case. When space-superiority is handed over to an opponent,
invariably the rival fleet will spend most of the game on brace for impact
orders, is paralyzed to counter the fast moving escorts as its own are
vaporized in turn. The line of gunships is forced into a defensive formation
and they are picked apart by enemy firepower at leisure.
There has been talk for some time on how to bring the power of the gunships
back into the game without overly damaging the core ordnance rules for
Battlefleet Gothic. The main aim was to make Escorts a viable choice for the
various fleets (other than Eldar). Eventually, an experimental rule has taken
shape and it is published in the Gothic 2002 annual. The fleet may have only
as many attack craft ordnance markers on the board as it has carrier decks.
Take Bill's Fleet as an example. With a Styx and two Devastation (6 decks,
& 4 on each of the Devastations), that gives him a total of 14 carrier
bays. This means that in any point in time, he may only have a maximum of 14
fighter/bomber/assault boats active on the board.
This prevents carriers from building up impossible to counter waves of attack
craft, making the game degenerate into an arm's race where one side hopes that
the other will roll doubles on a reload order. Anyone that has faced an Eldar
carrier fleet of Doom knows the dangers inherently of entering that pitfall.
It becomes a slow game of trying to keep capital ships from moving, keeping
distances apart while launching wave after wave of markers for one final,
crippling assault while still keeping the hitting power of attack craft in the
carrier's arsenal.
TORPEDOES IN A CHAOS FLEET
In Battlefleet Gothic, there are few things as inspiring or frightening as a
2000+ point Imperial fleet advancing through the gunfire of the enemy and
then each and every ship of the line launching their torpedoes. With some
48+ torpedoes streaking towards the gunline of the enemy, the battle
suddenly changes course. The Imperials are now on the offensive, the enemy
is often sent reeling. Either they brace for impact, swerve to avoid, or
pray they have enough counter-ordnance to meet the threat. In any case, the
initiative is in Imperial hands.
Now who wouldn't want to get a piece of this? I maintain that Imperials
aren't played very often because they really come into their own in larger
games, where there's the promise of just too much ordnance for the enemy to
counter. Letting a 2000pt Imperial fleet get within 30cm of your main
gunline is a recipe for disaster. Most opponents know it and are wary of it,
again passing the initiative to the Imperials in these larger games. Throw
in a couple of Nova cannons and you make it impossible for them to stay out
of Torpedo range.
This is probably where the appeal comes from for Chaos players. The option
of torpedoes, after seeing how effective they can be for their Imperial
counterparts, often makes them look at their own fleet list and see where
the options lie. For the Chaos Fleet, there are four main classes they can
provide the torpedo support they are looking for. Three are in the
superheavy class of ship: Desolator & modified Despoiler class
Battleships and the Repulsive class Grand Cruiser. The last is an escort
option, the Infidel class raider. Because of the cost and requirements of
fielding such large vessels, usually only the Repulsive will join the fleet
list with any regularity. The infidels are, thusly the easiest choice for
Chaos players aspiring to add an extra bit of ordnance to their fleet.
A wave of two torpedoes costs 40pts with an Infidel. To match the Imperial
equivalent, that's at least three escorts (120pts for a six torpedo spread).
This adds up to about the same as a Dauntless class light cruiser; overall
not too bad a price. There's a catch, however. Though the escorts have but
one hit less than the Dauntless (more or less; 3 shields and 3 structure
points total in the squadron, vs 1 shield & 6 structure points for the
Dauntless), weaponry fired their way is invariably always more telling, but
that's the usual plight for escorts. Thus, through the infidels, it's easy
to include torpedoes in a Chaos fleet, but there are some catches to getting
the most out of them.
Torpedoes work best against Chaos, rather than for them. Their 5+
armour rating from every quarter makes them ideal targets for torpedoes.
Against their enemies, they have questionable uses. Imperials and Orks have
6+ armoured prows. The Space Marine enjoy the same rating all around as do
the Necrons. Tyranid spores are proof against torpedoes. Eldar annoyingly
skip out of the way with their 2+ save. So how can a Chaos player make them
work for him?
Here's the ideal tactic: Wait until your opponent swings his ships to bring
his side batteries to bear and then punish him with short ranged torpedo
strikes. Infidels are thankfully quite quick and you needn't wait for this
opportunity, however if they're isolated they will be picked off in short
measure. It's best to wait for the opponent to begin to swing his guns to
bear and then race your Infidels to the end of his gunline. Slip behind the
last cruiser and then fire torpedoes up his exhaust ports. If they don't
strike that Cruiser, they will strike the exhaust ports of the next. And
then the next, and so on. With luck, you might induce that one ship to brace
for impact or even damage it severely.
Chaos Battleships and the Repulsive Grand Cruiser also enjoy torpedoes. I
have found that this is usually an afterthought to their weapons batteries. Unfortunately,
I have seen their ordnance used ineffectively, launched at extreme ranges
only to be easily avoided or snuffed out by a single fighter counter if it
was well placed. The ideal use of their torpedoes occurs when the Battleship
bullies its way into the enemy gun line. While its dual broadsides wreak
havoc, it launches torpedoes at a third enemy vessel caught to the fore.
With a little luck, it's possible to damage three ships at once.
There's one thing to keep in mind: The Chaos fleet is based around long
range guns and ordnance. With torpedo craft lurking within your fleet, that
is one more special order that needs to be taken care of. In smaller games,
you will not feel it so much. However, when your entire fleet has demands,
the torpedo ships can often be left waiting in favour of assault boats &
fighters, lock on orders & maneuvers.
Cheers!
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