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Forums Terrorist
Dec 8, 2011



Battlefleet Gothic was a spaceship combat game made by Games Workshop in 1999. You control a fleet of fuckoff cathedrals with guns battleships, cruisers and escorts and fight against another player doing the same thing. Notably, like many of the specialist games such as Epic, Mordheim, and Gorkamorka, it's pretty well designed. Ships have momentum depending on how big they are, for example. Also notably, GW killed it along with the rest of the specialist games last year. :( However, there is a VASSAL module, and all the PDFs were available free online before they shuttered the Specialist Games section, which is where this thread comes in.



Factions

Order:
Imperium (Imperial Navy, Adeptus Mechanicus, Space Marines)
Tau
Eldar

Chaos:
Chaos
Orks
Dark Eldar

Other:
Necrons
Tyranids

Faction Campaign Abilities:

Imperium: Imperium Of A Million Worlds (Any uninhabited worlds you control count as civilised for the purposes of repair points)
Tau: For The Greater Good (On the turn you capture a system gain double repair points from it)
Eldar, Dark Eldar: Webway (Disregard warp storms for the purposes of travelling along warp paths; may move twice in a campaign turn)
Chaos: Chaos Is Our Master (At the start of each campaign turn you may choose to roll a 2d6. On a 2, one ship in your fleet suffers a hit; on a 7+ you may nominate a system to become embroiled in a warpstorm, on a 12 you may nominate D3 systems instead)
Orks: 'Ere We Go! (May conquer planets by crashing 6 Roks or a Space Hulk into them; every 4 capital ship hulks captured in battle may be used to gain a free Space Hulk instead of renown)
Necrons: Rejoice, For We Have Returned (Double renown for a successful Exterminatus mission; disregard warp storms for the purposes of travelling along warp paths)
Tyranids: Shadow In The Warp (You always pass the Leadership test for direct jumps between adjacent systems (warpstorms force you to roll as normal); double renown for successful Planetary Assault mission)

Fleet Building:
To apply, build a fleet as described in the Battlefleet Gothic rulebook. Starting roster is 2,000 points for all races; any ship not named suffers the penalty for not completing fleet trials. Imperial players start on Spryax Primus. Tau, Chaos, and Ork players start at a border system of their choice. Eldar and Dark Eldar players choose any system to host a Webway gate (counts as pirate base). Necron players start on one of the two uninhabited worlds. Tyranid players start on Malus.

Objectives:
The goal of the campaign will be voted on by the player(s) of each race. The race that meets its objective first wins, and if that race has multiple players then the player with the highest renown is declared the winner.

Campaign Movement:
Each fleet may make one move per campaign turn, using either a warp path or by direct jumping. Orders are sent by email to username @gmail.com; if two fleets land in the same system they arrange a fight and duke it out over VASSAL.

Warp Path:
Each planet is connected by one or more warp paths, allowing fleets a safe (for a given value of “safe”) route through the Immaterium. Unless the origin or destination is currently embroiled in a warp storm all moves via warp paths are automatically successful.

Direct Jump:
Alternatively, fleets may choose to direct jump, plotting an ad-hoc route through the warp. While quicker, moving entire fleets in this manner is rather difficult; the flow of time is fitful in the warp and safe sailing conditions are never guaranteed. To represent this, when direct jumping roll a Leadership check against the Leadership value of the flagship; if successful the route was a success. If the test is failed, there was a complication, choose one:
D3 ships are delayed until the next campaign turn. If the direct jump leads to a battle they cannot be used for that battle.
Each ship in the fleet takes 1 point of damage.
The jump was a non-starter; your fleet remains in the origin system and cannot move for that campaign turn.

Warpstorms

Warpstorms, being raging maelstroms of energy that straddle the borders of realspace and the warp, complicate fleet movement significantly. If a fleet is moving via a warp path and either the origin or destination is currently embroiled in a warpstorm, treat it as a direct jump in normal conditions instead. If a fleet is attempting a direct jump either into or out of a warpstorm, halve the Leadership of the flagship and pick one of the following if the test is failed:
D6 ships are delayed until the next campaign turn.
Each ship in the fleet takes D3 damage (roll once and apply the damage rolled to each ship)
The jump was a non-starter; your fleet remains in the origin system. Furthermore, you lose a point of renown, as your crews question the sanity of attempting a jump in these conditions!

I may change the rules/sub-sector depending on demand, I'm open to suggestions!

Links

The VASSAL Engine
The VASSAL Battlefleet Gothic module
First half of the rules PDFs
Second half

Newbies are very welcome, I'm pretty new myself.

fool_of_sound posted:

A brief overview of factions for new players:

Imperials' greatest advantage is the long-range capabilities; they have particularly cheap attack craft and torpedo access, and unique access to the very powerful nova cannons. A standard closing strategy for the Imperium is massive torpedo salvos that deny your opponent an easy way of closing with your forces while you bombard them with ordinance. In general, you want to keep your enemies in front of you to take advantage of your higher prow armor and powerful prow weapons. At close range (45cm or less), Imperial capital ships tend to be outgunned, outranged, or outmaneuvered, and rely on escorts for protection. The Imperium can bring in Space Marines as backup, which are extremely good at certain scenarios, and are pretty solid even outside of them.

Chaos likes to brawl. They want to engage ships then broadside and board them. They have particularly long ranged batteries and lances, but have poor access to torpedoes. They tend to be faster than comparable Imperial ships, but lack prow armor. They also have access to Marks of Chaos, some of which (Khorne, Slaanesh) are very powerful if used well. Chaos also has access to the pretty cool Daemonships, which can both heal and teleport around. On the other hand, Chaos ships lack any sort of defensive gimmick and are fairly close range by necessity, and thus are pretty vulnerable to return fire, and for the most part, their re-rolls are limited to specific ships, rather than fleet wide.

Eldar are fast, fragile, reliable and supremely maneuverable. While they lack shields like most other ships, they are nearly impossible to hit with lances, torpedoes, and attack craft, though they are vulnerable to batteries and are three times as likely to suffer critical hits. Their weapons are relatively short range, but exceptionally deadly, and they possess the ability to move twice per turn, allowing them to make effective hit and run attacks. Their maneuvering is somewhat limited however by the sun facing, and thus can be disrupted by a clever opponent.

Dark Eldar are very much like the normal Eldar, but with a more close-combat focus. Their lances are even more powerful than Eldar lances, unlike their cousins have access to assault boats and the unique and powerful Impaler module. Their torpedoes apply a movement debuff to their opponents, and they have the unique ability to approach the enemy before the battle begins with their mimic engines. The same flaws that apply to the Eldar also apply to the Dark Eldar, and they suffer from some lack of variety in fleet construction.

Ork ships have powerful (if unreliable) front-mounted short-range weapons, armored prows, and a bonus to All Ahead Full orders; their strategy is pretty self-evident. Orks suffer from poor maneuverability and leadership (but cheap re-rolls), but in the right circumstances can tear apart basically anything in the game. Ork ships are cheap for how good they are, and thus tend to outnumber their opponents. They also get access to the really cool weaponized Space Hulks, which are all but indestructible mobile bases.

Tau are pretty similar to the Imperium, trading off even more close-combat ability for even better torpedoes and attack craft. They also have the minor ability to boost their accuracy with special escort ships. They also have a number of interesting but relatively minor options for their mercenary allies. That's pretty much it.

Tyranids are very interesting. They're extremely powerful and tanky for their price, and are absolutely fantastic in close combat. On the other hand, they can only directly issue orders to a small minority of their fleet at any given time, with the rest acting under Instinctive Behavior. Fortunately, Instinctive Behavior isn't a huge hindrance; ships will generally do more or less what you want them too anyway, they'll just do so predictably. In general, Tyranid combat is centered around their Hive Ships; if they manage to protect them, they can generally attrition down their foes, while if they are defeated, the Tyranids are likely to take heavy casualties.

And, ughh... Necron. Don't play Necron. They're badly designed, pretty overpowered, and boring to both play as and against. They're the tankiest faction in the game, have weapons that are almost as good as Eldar, are more maneuverable than anyone who isn't Eldar, and are pretty solid at boarding actions. They aren't completely without weakness: on the off-chance they do receive a critical hit, Necron are very likely to suffer from permanent Leadership loss, and on the even-more-unlikely chance you actually manage to kill a Necron ship, they're worth double to triple the amount of victory points as normal. They also have an effectively mild penalty to repairing their ships.

Forums Terrorist fucked around with this message at 00:58 on Nov 30, 2014

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chin up everything sucks
Jan 29, 2012

Hrm, to play Necrons or Orks....

*edit*

Given my experience with BFG, I'll play a faction I haven't played before. Thinking Tau or Nids.

chin up everything sucks fucked around with this message at 20:54 on Nov 28, 2014

fool of sound
Oct 10, 2012
New fleet list here

fool of sound fucked around with this message at 19:50 on Nov 30, 2014

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
I have zero experience with BFG or Vassal, but I'd be interested in playing an imperial navy list.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
I wonder where all my ships are. I could probably gets some pictures of the Chaos fleet I put together :3:

fool of sound
Oct 10, 2012
List up. Also, since you asked for suggestions, my favorite campaign houserule is making Refits 2+ appeals, Specials 4+ appeals, and Reinforcements 5+ appeals, to A) make refits more appealing, and thus ships more interesting and B) to make players more cautious with their ships, particularly expensive ones.

Puppies are dicks
Jan 31, 2011

WHY YOU GOTTA BREAK A BROS HEART
This game always interested me, but I never had the money or time to purchase, paint, and agonize over the mostly red, spike-covered flame decal Ork fleet of my dreamz. How long will you be leaving recruitment for this open for? I'm still halfway busy at work right now and won't be able to download and learn the rules properly for maybe a week.

Forums Terrorist
Dec 8, 2011

You can just put yourself down as an Ork player or whatever and post your list once you've reviewed the rules, no worries. fool_of_sound, that sounds like a good rule, I'll consider it.

Oh, and for the sake of honesty I'll probably be making an AdMech list.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
When calculating the number of cruisers I need to afford battleships or battlecruisers, do I need to add them together or are they calculated separately? E.G. if I want a battleship and two battlecruisers do I need 4 cruisers or 7?

edit: nvm, found the answer.

thatbastardken fucked around with this message at 03:58 on Nov 29, 2014

Forums Terrorist
Dec 8, 2011

thatbastardken posted:

When calculating the number of cruisers I need to afford battleships or battlecruisers, do I need to add them together or are they calculated separately? E.G. if I want a battleship and two battlecruisers do I need 4 cruisers or 7?

Which Imperial list are you using?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
The basic one, Segmentum Obscurus, Gothic Sector.

Forums Terrorist
Dec 8, 2011

2 Battlecruisers requires 4 cruisers. A battleship requires 3 battlecruisers or cruisers, so since you have 2 BCs and 4 cruisers you could field 2 BBs.

Forums Terrorist fucked around with this message at 04:07 on Nov 29, 2014

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
So would this end up being a legal list?

quote:

Flagship – Retribution Class Battleship 345

Overlord Class Battle-Cruiser 235
• Turret Upgrade +10

Overlord Class Battle-Cruiser 235

Lunar Class Cruiser 180

Lunar Class Cruiser 180

Lunar Class Cruiser 180

Lunar Class Cruiser 180

13 x Sword Class Frigate 455

Forums Terrorist
Dec 8, 2011

The frigs need to be broken into squadrons of six ships or less each.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I'd say we definitely should have a training session or something.

Now excuse me, back to reading rules!

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
OK. That's probably not the fleet I'm going with, I want something a little more flexible. Lots of light cruisers and escorts, no battleships. Like this:

quote:

  • Commander Ada Lamarr (Ld. 8) (Not costed because campign?)
  • Flagship: Mars Class Battlecruiser Gratia Imperator (270)
  • Lunar Class Cruiser Resilient (180)
  • Lunar Class Cruiser Indefatigable (180)
  • Dauntless Class Light Cruiser Arrogant (110)
  • Dauntless Class Light Cruiser Furious (110)
  • Dauntless Class Light Cruiser Gladiator (110)
  • Dauntless Class Light Cruiser Vindictive (110)
  • Dauntless Class Light Cruiser Swiftsure (110)
  • Audacious Squadron 2x Firestorm Class Frigate, 3x Sword Class Frigate (170)
  • Courageous Squadron 2x Firestorm Class Frigate, 3x Sword Class Frigate (170)
  • Daring Squadron 2x Firestorm Class Frigate, 2x Sword Class Frigate (140)
  • Fearless Squadron 2x Firestorm Class Frigate, 2x Sword Class Frigate (140)
  • Intrepid Squadron 2x Firestorm Class Frigate, 2x Sword Class Frigate (140)

Is this fleet a bad idea and have I misread the campaign rules about commanders?

thatbastardken fucked around with this message at 05:07 on Nov 29, 2014

Forums Terrorist
Dec 8, 2011

JcDent posted:

I'd say we definitely should have a training session or something.

Now excuse me, back to reading rules!

I'm down. Also, I'll let people redo their first battles of the campaign so they don't get screwed over by dumb mistakes.

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
I'm also considering what fleet I'd like to play, if I do Imperial Navy or Chaos then I'm going to take the ships I actually own, otherwise I'm very much leaning towards doing a Tau Kor'or'vesh fleet.

Using a Desolator or a Custodian-class Battleship sounds mighty cool.

fool of sound
Oct 10, 2012
A brief overview of factions for new players:

Imperials' greatest advantage is the long-range capabilities; they have particularly cheap attack craft and torpedo access, and unique access to the very powerful nova cannons. A standard closing strategy for the Imperium is massive torpedo salvos that deny your opponent an easy way of closing with your forces while you bombard them with ordinance. In general, you want to keep your enemies in front of you to take advantage of your higher prow armor and powerful prow weapons. At close range (45cm or less), Imperial capital ships tend to be outgunned, outranged, or outmaneuvered, and rely on escorts for protection. The Imperium can bring in Space Marines as backup, which are extremely good at certain scenarios, and are pretty solid even outside of them.

Chaos likes to brawl. They want to engage ships then broadside and board them. They have particularly long ranged batteries and lances, but have poor access to torpedoes. They tend to be faster than comparable Imperial ships, but lack prow armor. They also have access to Marks of Chaos, some of which (Khorne, Slaanesh) are very powerful if used well. Chaos also has access to the pretty cool Daemonships, which can both heal and teleport around. On the other hand, Chaos ships lack any sort of defensive gimmick and are fairly close range by necessity, and thus are pretty vulnerable to return fire, and for the most part, their re-rolls are limited to specific ships, rather than fleet wide.

Eldar are fast, fragile, reliable and supremely maneuverable. While they lack shields like most other ships, they are nearly impossible to hit with lances, torpedoes, and attack craft, though they are vulnerable to batteries and are three times as likely to suffer critical hits. Their weapons are relatively short range, but exceptionally deadly, and they possess the ability to move twice per turn, allowing them to make effective hit and run attacks. Their maneuvering is somewhat limited however by the sun facing, and thus can be disrupted by a clever opponent.

Dark Eldar are very much like the normal Eldar, but with a more close-combat focus. Their lances are even more powerful than Eldar lances, unlike their cousins have access to assault boats and the unique and powerful Impaler module. Their torpedoes apply a movement debuff to their opponents, and they have the unique ability to approach the enemy before the battle begins with their mimic engines. The same flaws that apply to the Eldar also apply to the Dark Eldar, and they suffer from some lack of variety in fleet construction.

Ork ships have powerful (if unreliable) front-mounted short-range weapons, armored prows, and a bonus to All Ahead Full orders; their strategy is pretty self-evident. Orks suffer from poor maneuverability and leadership (but cheap re-rolls), but in the right circumstances can tear apart basically anything in the game. Ork ships are cheap for how good they are, and thus tend to outnumber their opponents. They also get access to the really cool weaponized Space Hulks, which are all but indestructible mobile bases.

Tau are pretty similar to the Imperium, trading off even more close-combat ability for even better torpedoes and attack craft. They also have the minor ability to boost their accuracy with special escort ships. They also have a number of interesting but relatively minor options for their mercenary allies. That's pretty much it.

Tyranids are very interesting. They're extremely powerful and tanky for their price, and are absolutely fantastic in close combat. On the other hand, they can only directly issue orders to a small minority of their fleet at any given time, with the rest acting under Instinctive Behavior. Fortunately, Instinctive Behavior isn't a huge hindrance; ships will generally do more or less what you want them too anyway, they'll just do so predictably. In general, Tyranid combat is centered around their Hive Ships; if they manage to protect them, they can generally attrition down their foes, while if they are defeated, the Tyranids are likely to take heavy casualties.

And, ughh... Necron. Don't play Necron. They're badly designed, pretty overpowered, and boring to both play as and against. They're the tankiest faction in the game, have weapons that are almost as good as Eldar, are more maneuverable than anyone who isn't Eldar, and are pretty solid at boarding actions. They aren't completely without weakness: on the off-chance they do receive a critical hit, Necron are very likely to suffer from permanent Leadership loss, and on the even-more-unlikely chance you actually manage to kill a Necron ship, they're worth double to triple the amount of victory points as normal. They also have an effectively mild penalty to repairing their ships.

chin up everything sucks
Jan 29, 2012

Hive Fleet Jörmungandr

Hive Ship #1: Designated "Cobra"
-Prow and Thorax Pyro-acid Battery
-3x P/S Launch Bays
-Ld 9
-1 Reroll
-1 Hive Mind Imperative

Hive Ship #2: Designated "Spined Frog"
-Prow and Thorax bio-plasma
-3 P/S Bio-plasma

Hive Ship #3: Designated "Surinam Toad"
-Prow Pyro-acid Battery
-Thorax launch bays
-3 P/S Launch Bays

Lesser Hive Ship #1: Designated "Dragon One"
-Prow Torpedos
-Thorax massive claws
-P/S Bio-plasma



Kraken Swarm: Designated "Screaming Death"
12 ships
-Prow Feeder Tendrils

Vanguard Swarm: Designated "Starving Scouts"
6 ships
-Prow Feeder Tendrils

Escort Swarm #1: Designated "Bodyguard"
6 ships
-Prow Bio-plasma

Escort Swarm #2: Designated "Guardian"
6 ships
-Prow Pyro-Acid battery

Escort Swarm #3: Designated "Picket"
6 ships
-Prow Pyro-Acid battery

Total Points: 1995

chin up everything sucks fucked around with this message at 01:18 on Nov 30, 2014

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."
I think I will make a Ork list. What point costs should I use? The ones in the main rule book or the adjusted ones from the 2010 FAQ?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

fool_of_sound posted:

A brief overview of factions for new players:

Imperials' greatest advantage is the long-range capabilities; they have particularly cheap attack craft and torpedo access, and unique access to the very powerful nova cannons. A standard closing strategy for the Imperium is massive torpedo salvos that deny your opponent an easy way of closing with your forces while you bombard them with ordinance. In general, you want to keep your enemies in front of you to take advantage of your higher prow armor and powerful prow weapons. At close range (45cm or less), Imperial capital ships tend to be outgunned, outranged, or outmaneuvered, and rely on escorts for protection. The Imperium can bring in Space Marines as backup, which are extremely good at certain scenarios, and are pretty solid even outside of them.

So my theoretically light, fast task force would basically just be a turkey shoot for other players? Let me rethink then.

fool of sound
Oct 10, 2012

thatbastardken posted:

So my theoretically light, fast task force would basically just be a turkey shoot for other players? Let me rethink then.

It's not unplayable, but it isn't playing to the faction's strengths.

chin up everything sucks
Jan 29, 2012

There ARE other ways to play factions than the suggested default, especially for Imperials. Imperials have a huge selection of ships, which means you can pretty much pick and choose for a strategy. That said, you need to know what your weaknesses are or you may find some nasty surprises.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
I'll try for a more typical approach seeing as this will be my first campaign.

Spryax Subsector Command posted:


Ada Lammar should not be in charge of a Subsector Command fleet. She lacks the experience and good political connections to rise to such an exalted rank. Her highest posting was Captain of Grace of the Emperor, at which her career had effectively stalled. The primary qualification she has is that all officers ahead of her in the chain of command were killed aboard Manifest Destiny when a plasma conduit ruptured unexpectedly while the senior officers were attending a social function. Morale aboard the great ship has not yet recovered, and Commander Lammar finds herself leading the fleet until a replacement can be sent out from Gothic Sector Command. Assuming they have received the Astropathic message, that could still be years away.

  • Commander Ada Lammar (Ld. 8)
  • Emperor Class Battleship Manifest Destiny 365 + 5 for Assault Boats. Fleet Flagship Ld 6
  • Mars Class Battle-Cruiser Grace of the Emperor 270 Ld 7
  • Mars Class Battle-Cruiser Furious Vengeance 270 Ld 8
  • Dictator Class Cruiser Arrogant 220 Ld 7
  • Dictator Class Cruiser Vindictive 220 Ld 8
  • Dictator Class Cruiser Merciless 220 Ld 8
  • Dauntless Class Light Cruiser Hawk 110 Ld 7
  • Dauntless Class Light Cruiser Falcon 110 Ld 8
  • Gladiator Squadron: 3 Sword Class Frigates 105 Ld 6
  • Duelist Squadron: 3 Sword Class Frigates 105 Ld 7
2000 points

Leadership: 10#1d6 1 3 5 3 5 4 2 5 1 2

Going to try and get an Itano Circus going on, or the grimdark equivalent.
https://www.youtube.com/watch?v=BzXfVgYCxWI

thatbastardken fucked around with this message at 11:11 on Nov 29, 2014

fool of sound
Oct 10, 2012

thatbastardken posted:

I'll try for a more typical approach seeing as this will be my first campaign.


Going to try and get an Itano Circus going on, or the grimdark equivalent.
https://www.youtube.com/watch?v=BzXfVgYCxWI

My only immediate recommendation is to trade out one of the Dictators for two Lunars, to give yourself some lances to deal with enemy ships that do get in close.

ProfessorCurly
Mar 28, 2010
When the Inquisition moves, it typically does so from the shadows as individuals or working in small cells. The nature of their mission means that overt action is both unhelpful and unfeasible. However, there are always exceptions to every rule and the Seeker Fleet of young Inquisitor Daren Andser is one such exception. Amassed through bribes, favors and threats, Seeker Fleet Fatuney represents a powerful, far ranging force that can range anywhere the Inquisitor deems necessary. They appeared without warning or announcement over Spyrus Primus, ships as black as the void itself. For what purpose, none save the Inquisitor may say...

This is an Adeptus Mechanicus fleet fluffed out to be an Inquisitor's personal flotilla, I believe I have combined these rules appropriately. It's been so long since I played, I'm not sure if this is crap, ok or broken so if it's broken just tell me.

Seeker Fleet Fatuney
Initiative: 2
Rerolls: 1

Order of Battle:
Inquisitorial Cruiser Fatuney - 345pts
-Lord Inquistor Daren Andser (Commander - Leadership 9, 2 Rerolls)
-Ordo Malleus
-Grey Knight Honor Guard
-Torpedo Tubes
-Dorsal Lance

Mercury Class Battlecruiser Gamroil - 265pts
-Leadership 7
-Upgraded Weapon Batteries

Mercury Class BattlecruiserBasroil - 265pts
-Leadership 8
-Upgraded Weapon Batteries

Mechanicus Lunar Cruiser Leekroil - 245pts
-Leadership 9
-Nova Cannon
-Upgraded Weapon Batteries
-Fleet Defense Turret

Mechanicus Lunar Cruiser Helzroil - 245pts
-Leadership 9
-Nova Cannon
-Upgraded Weapon Batteries
-Gyro-stabilized Targeting Matrix

Mechanicus Lunar Cruiser Kidroil - 245pts
-Leadership 9
-Nova Cannon
-Upgraded Weapon Batteries
-Gyro-stabilized Targeting Matrix

Mechanicus Defiant Cruiser Seigroil - 130pts
-Leadership 8
-Emergency Energy Reserve

Mechanicus Defiant Cruiser Ducroil - 130pts
-Leadership 7
-Emergency Energy Reserve

Mechanicus Defiant Cruiser Foroil - 130pts
-Leadership 9
-Augmented Weapon Relays

Total: 2000pts


[14:27] <professorcurly> .roll 2d6 Mercuries
[14:27] <imouto> professorcurly: Mercuries: 4 (2d6=3, 1)
[14:29] <professorcurly> .roll 10d6 test
[14:29] <imouto> professorcurly: test: 30 (10d6=3, 4, 1, 6, 2, 4, 1, 1, 5, 3)
[14:30] <professorcurly> .roll 6d6 MechanicsLd
[14:30] <imouto> professorcurly: MechanicsLd: 23 (6d6=4, 6, 5, 3, 1, 4)
[14:32] <professorcurly> .roll 5d6 Gifts
[14:32] <imouto> professorcurly: Gifts: 17 (5d6=4, 5, 1, 1, 6)

ProfessorCurly fucked around with this message at 20:41 on Nov 30, 2014

Dagon
Apr 16, 2003


2000 point War Host of the Demiurg:

Dvalinn Brotherhood, One Extra Re-Roll 25 pts
Bláinn, Stronghold Commerce Vessel 350 pts [Ld=HP]
Norðri, Bastion Commerce Vessel 255 pts [Ld=HP]
Suðri, Bastion Commerce Vessel 255 pts [Ld=HP]
Austri, Bastion Commerce Vessel 255 pts [Ld=HP]
Vestri, Bastion Commerce Vessel 255 pts [Ld=HP]
Shi'Mal'caor Il'porrui Sa'cea Emissary Class Envoy Ship 110 pts [Ld 9]
Sio't'Lar'shi Il'porrui Sa'cea Emissary Class Envoy Ship 110 pts [Ld 7]
Eumenin, Ichneumon, Bembix, Vespid Xenos Vessel Escort Wing 150 pts [Ld 7]
      Gravitic Thrusters 0 pts
Shi'rotaa, Ko'vash, T'repa, Kir'la Warden Class Gunship Wing 90 pts [Ld 9]

Leadership

Edit: Making list changes, dropped one ship (the 4th roll) and moved the 2nd roll to the last wing.

Dagon fucked around with this message at 06:36 on Dec 1, 2014

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

fool_of_sound posted:

My only immediate recommendation is to trade out one of the Dictators for two Lunars, to give yourself some lances to deal with enemy ships that do get in close.

Do you mean two Dauntless? Can't afford 2 Lunars for one Dictator.

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."
2000 Pts - Orks Fleet

Total Fleet Cost: 2000

Captain Goldtoof Squigferaleg: Ork Admiral with one reroll Leadership 8

Squadron 1 (2#, 600 pts)
Hulkamania 1 Ork Hulk, 600 pts Leadership 6

Squadron 2(1#, 275 pts)
DethDeala, 275 pts Leadership 6
+Captain Grimork Warface: Warlord with one reroll 20 points leading Squadron 2 and 6

Squadron 3(1#, 185 pts)
Fist of Gork 1 Terror Ship, 185 pts Leadership 7

Squadron 4(1#, 185 pts)
Fist of Mork 1 Terror Ship, 185 pts Leadership 5
+Captain Sharpaxe Bloodfang Warlord with no rerolls

Squadron 5(1#, 185 pts)
Fist of Mork and/or Gork 1 Terror Ship, 185 pts Leadership 6

Squadron 6(4#, 180 pts)
Dah Boyz from dah Hood 5 Onslaught, 175 pts = 5 * 35 Leadership 5

Squadron 7(4#, 180 pts)
Dah Boyz from Brazil 5 Onslaught, 175 pts = 5 * 35 Leadership 7

Squadron 8(4#, 100 pts)
Docking Permission Granted 4 Brute Ramship, 100 pts = 4 * 25 Leadership 7

Squadron 9(4#, 100 pts)
Don't shoot! Friendlies! 4 Brute Ramship, 100 pts = 4 * 25 Leadership 6

Here's my Ork fleet, i'll add some names later. I did it up in Army Builder which has mostly correct points values, I think the price of some of the escorts in higher then in the 2010 faq but its pretty close.

edit: Added some names, might edit the points to the 2010 FAQ costs and squeeze in some more escorts, though the difference isn't big.

code:
Roll(1d6)+0:
3,+0
Total:3

Roll(1d6)+0:
5,+0
Total:5

Roll(1d6)+0:
4,+0
Total:4

Roll(1d6)+0:
1,+0
Total:1

Roll(1d6)+0:
2,+0
Total:2

Roll(1d6)+0:
1,+0
Total:1

Roll(1d6)+0:
4,+0
Total:4

Roll(1d6)+0:
2,+0
Total:2

Roll(1d6)+0:
6,+0
Total:6

          NOTES
-------------------------
This field records your latest roll at its top.

ElBrak fucked around with this message at 00:00 on Dec 2, 2014

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
Space Hulks are pretty good too by the way, I really wouldn't underestimate them.

Also Chaos Space Hulks are also a thing, but I'm assuming that crashing a Chaos Space Hulk into a planet World Eaters style isn't the same as the Ork thing?

fool of sound
Oct 10, 2012

thatbastardken posted:

Do you mean two Dauntless? Can't afford 2 Lunars for one Dictator.

Yeah, that's what I meant. Sorry!

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I should really double up on reading the rules. And while my heart is always with the God-Emperor, I'm going to play Orks.
Right after I get to the part which explain the importance of admirals.

By the way, is there a BFG Vassal manual? I want to know how much it automates... or am I just making a non-issue question?

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."

JcDent posted:

I should really double up on reading the rules. And while my heart is always with the God-Emperor, I'm going to play Orks.
Right after I get to the part which explain the importance of admirals.

By the way, is there a BFG Vassal manual? I want to know how much it automates... or am I just making a non-issue question?

Well it doesn't automate anything really, best to fire up the program and just mess with it. We could play a test game sometime and i could show you how it works.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I've only heard about Battlefleet and mostly ignored WH40k until last night, so it's possible my names aren't quite to lore. It is also entirely possible that this fleet is not optimally designed.

Tau fleet - 2000 points

Commander Lobachevsky- 1 renown (Ld8, 1 reroll)
with Ethereal Major Axis - +1 reroll, 25 points

The Right Angle [Lea 9]
Custodian battleship: 330 points

Flagship:
To The Point [Lea 7]
Custodian battleship: 330 points

Sine [Lea 6]
Emissary Cruiser (Il'Porrui Bork'an) w/ Prow upgrade: 120 points

Cosine [Lea 7]
Emissary Cruiser (Il'Porrui Bork'an) w/ Prow upgrade: 120 points

Hyperbola [Lea 8]
Hero Cruiser (Standard): 180 points

Law of Large Numbers [Lea 8]
Protector Cruiser (Tol'ku): 185 points

The Central Limit [Lea 7]
Protector Cruiser (Tol'ku): 185 points

Weibull Squadron [Lea 8]
Defender Escorts x5: 45x5= 225 points

Erlangian Squadron [Lea 7]
Warden Escorts x4: 30x4= 120 points

Gamma Squadron [Lea 6]
Warden Escorts x3: 30x3= 90 points

Binomial Squadron [Lea 7]
Warden Escorts x3: 30x3= 90 points

Istvun fucked around with this message at 02:41 on Nov 30, 2014

Lord Koth
Jan 8, 2012

Peripherally familiar with BFG, but have never played it. Always wanted to though!

Probably put up an Eldar fleet, but going to look through the rules first.



Clearly you should be using my avatar. :)

Lord Koth fucked around with this message at 18:02 on Nov 29, 2014

fool of sound
Oct 10, 2012
Heh, we might need a bigger map if we get many more applicants. Thirteen planets between 7 players is going to be a bloodbath.

Vulin
Jun 15, 2012
I'm also interested in joining in on the fun, probably going to post a Dark Eldar or Chaos list soon.

Lord Koth
Jan 8, 2012

Emerald Crescent Corsairs

Eldar Corsair Fleet: 2000 pts

Commander: Pirate Prince Elamshin[Ld +0, 1 Re-roll]

Fury of Khaine - Flagship[Ld 9]
-Void Stalker-class Battleship(380)

Starsword[Ld 8]
-Eclipse-class Cruiser(250)

Void Wraith[Ld 9]
-Shadow-class Cruiser(210)

Starlight[Ld 8]
-Aurora-class Light Cruiser(140)

Sky Dancer[Ld 9]
-Aurora-class Light Cruiser(140)

Sunray[Ld 8]
-Aurora-class Light Cruiser(140)

Death's Consorts Squadron[Ld 9]
-Aconite-class Frigate x4(220)
-Hemlock-class Destroyer x1(40)

Void Hunters Squadron[Ld 9]
-Hemlock-class Destroyer x3(120)

Shadowstalkers Squadron[Ld 9]
-Hemlock-class Destroyer x3(120)

Blades of Night Squadron[Ld 10]
-Nightshade-class Destroyer x3(120)

Shade Squadron[Ld 7]
-Nightshade-class Destroyer x3(120)




23:10:17 | <LordKoth> .roll 1d6 Void Stalker Ld
23:10:17 | <imouto> LordKoth: Void Stalker Ld: 5 (1d6=5)
23:10:33 | <LordKoth> .roll 1d6 Eclipse Ld
23:10:34 | <imouto> LordKoth: Eclipse Ld: 3 (1d6=3)
23:10:44 | <LordKoth> .roll 1d6 Shadow Ld
23:10:45 | <imouto> LordKoth: Shadow Ld: 4 (1d6=4)
23:10:55 | <LordKoth> .roll 1d6 Aurora Ld
23:10:56 | <imouto> LordKoth: Aurora Ld: 2 (1d6=2)
23:11:04 | <LordKoth> .roll 1d6 Aurora Ld
23:11:04 | <imouto> LordKoth: Aurora Ld: 5 (1d6=5)
23:11:17 | <LordKoth> .roll 1d6 Aurora Ld
23:11:18 | <imouto> LordKoth: Aurora Ld: 2 (1d6=2)
23:11:44 | <LordKoth> .roll 1d6 Aconite Ld
23:11:45 | <imouto> LordKoth: Aconite Ld: 4 (1d6=4)
23:11:53 | <LordKoth> .roll 1d6 Hemlock Ld
23:11:54 | <imouto> LordKoth: Hemlock Ld: 5 (1d6=5)
23:12:00 | <LordKoth> .roll 1d6 Hemlock Ld
23:12:01 | <imouto> LordKoth: Hemlock Ld: 4 (1d6=4)
23:12:07 | <LordKoth> .roll 1d6 Nightshade Ld
23:12:08 | <imouto> LordKoth: Nightshade Ld: 6 (1d6=6)
23:12:17 | <LordKoth> .roll 1d6 Nightshade Ld
23:12:18 | <imouto> LordKoth: Nightshade Ld: 1 (1d6=1)

Lord Koth fucked around with this message at 05:31 on Dec 1, 2014

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fool of sound
Oct 10, 2012

Lord Koth posted:

Emerald Crescent Corsairs

Eldar Corsair Fleet: 1740 pts

Commander: Pirate Prince Elamshin

Fury of Khaine - Flagship
-Void Stalker-class Battleship(380)

Starsword
-Eclipse-class Cruiser(250)

Fleeting Glimpse
-Eclipse-class Cruiser(250)

Sky Dancer
-Aurora-class Light Cruiser(140)

Starlight
-Aurora-class Light Cruiser(140)

Death's Consorts Squadron
-Aconite-class Frigate x2(130)
-Hemlock-class Destroyer x4(160)

Void Hunters Squadron
-Aconite-class Frigate x2(130)
-Hemlock-class Destroyer x4(160)




Still debating what to spend the last 260 pts on, but looking for review of current selection by someone experienced if they want to. Trying to make sure I haven't screwed myself over or something. I'll do leadership rolls later tonight.

Current thoughts for finalizing are either another Cruiser, 2 Solaris Light Cruisers, or a squadron(s) of Nightshades and/or a light cruiser.


It's a perfectly solid list. In fact, it's nearly identical to my list :v:

You might want to check out the Craftworld Eldar fleet, which is very similar but probably easier for an inexperience player to succeed with, since it's substantially more resilient. It'll also help differentiate our fleets.

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