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Subject: FACTION REVIEW rss

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Heng Wang
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A general overview of the Factions in BattleFleet Gothic

IMPERIAL
The biggest selection of ships in the game, period. Multiple ships in every class means good news for people wanting to field huge fleets and modelers and hobbyists will have a field day detailing the intricate models of the Imperial Fleet. The Imperials are relatively slow, but have terrific weapons and torpedoes, all with relatively good ranges. Their capital ships can take quite a beating in combat as well, before any catastrophic damage sets in. Imperial fleet commanders will want to use their escorts to herd enemy ships into range of their big capital ship guns while keeping their important ships at range- remember, if surrounded, an Imperial capital ship has little chance of outrunning its foes.
PRO: Big selection of cool-looking models, long ranges, good weapons and armor
CON: High point costs, slow capital ships

CHAOS
Chaos, according to the flavor text found in the rulebook, has a fleet that contains many types of ships that were older Imperial ships- and as a faction they represent that to an extent. Significantly faster than Imperial, although still not exceptionally fast compared to other races; they hit as hard (and sometimes harder) than Imperials- although their ranges are not across the board as impressive as Imperial. Chaos has the second widest range of models in the game, and they have the very awesome "Planet Killer" ship with a range of 90cm (that goes through ships!). Chaos players also can gain some powerful game effects from the various Chaos Lords in the game for relatively cheap point costs.
PRO: Quick and deadly- close in and fire! Planet Killer- coolest flagship in the game.
CON: Mediocre shields and armor

ELDAR
The Eldar are an interesting faction- they have special movement rules as their ships are solar-powered; so positioning your fleet is much more important with them. Definately not a faction for players starting out; the Eldar have powerful weapons, the potential to move very quickly and turn on a dime, and some of the best shielding in the game- however their weapons have narrow firing arcs; bad positioning relative to the "sun" can really restrict your movement; and if a shot goes through the shields, the ships are very fragile and even the powerful Wraith and Dragon ships can be taken down by a few lucky strikes. Playing an Eldar fleet requires one to plan and consider their moves well- if one can do that, the Eldar are a very tough opponent to beat.
PRO: Powerful guns, can be very fast, holoshielding (awesome shields), cool looking Wraithship and Dragonship models.
CON: Your relative position to the sun affects your movement, ships are very weak structurally, high point costs

ORK
The Orks are a fun, albeit somewhat random faction to play. According to their flavor text, they have very haphazard and unreliable technology- instead of set values, many of their stats are variable, requiring dice rolls. Many of their weapons are focused forward on the ships requiring direct head-on attacks (their frontal armor is the strongest, accordingly). Orks also hav ethe advantage of betting boarding bonuses when doing ram and board actions; however their fighter/bombers are very weak compared to those of other factions. Orks require the player to always put the pressure on the opponent- frontal attacks nonstop, as their limited range forces one to be always engaged.
PRO: Powerful frontal armor, variable weapon strengths, decent speed
CON: variable weapon strength, awful range, mediocre side/rear armor

DARK ELDAR
The Dark Eldar have a total of two- count'em-two models. However, both these ships are highly customizable, allowing for possibly dozens of different ship types. Thus is it is almost impossible to give a good description of their weapon layouts. However, Dark Eldar are EXTREMELY fast, with cruiser-class ships reaching 35cm per movement. They have Shadowshields, which are as effective as the Eldar's holoshields, if not more. However, they pay for this by being even more fragle than the Eldar, as critical hits really make their ships pay. Also, their "BattleFury" gives them +1 on their first boarding round.
PRO: Fastest ships, highly customizable, shadowshield, battle fury when boarding
CON: two ships, weak hulls

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Christopher Taylor
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How do the TAU stack up with the others?
 
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James Boyd
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anarchy wrote:
How do the TAU stack up with the others?


http://us.games-workshop.com/games/bfg/fleets/Tau/taufleet/d...
 
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Heng Wang
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Tau is slow and weak, but have very powerful weapons and good range- very static "gunline" style of fleet, much like their army in 40K
 
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Erik Prohaska
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what about the forge world models and fleet lists? i believe that those are more powerful than those models that originally came out. Oh and just out of curiosity how do the necrons and tyranids stack up?
 
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David Knepper
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You can add one new faction, a subset of Imperial: Adeptus Mechanicus. In the 'NEWS' section of White Dwarf issue #330 is a small note about the upcoming release of three new BFG ships: an Adeptus Mechanicus battleship, a cruiser, and a light cruiser.
 
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Heng Wang
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the forge world ships for Tau really do beef them up quite a bit- instead of launching fighters or boimbers, they have small fast escorts attached to capital ships.

i believe forge world has released models representing Q-ships (merchant ships with hidden guns) and is continuing to release models for the various tau empire races (Kroot, Demiurg, etc)

sorry, I left out the Necron and Tyranid, but I'v never played against them... from seeing their stats however, Tyranid seem the hardest to play- the Synaptic control of their ships makes giving them special orders kinda weird; necron have insane armor and weaponry, but crazy high point cost.
 
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David Knepper
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anarchy wrote:
How do the TAU stack up with the others?


Here is the GW link to the 'Tau' in BFG: http://www.specialist-games.com/battlefleetgothic/assets/lrb...

and here is the GW link for the "Forgeworld" 'Tau' fleet: http://www.specialist-games.com/assets/taufleet.pdf
 
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