Building a killer fleet in Battlefleet Gothic Armada 2 takes real trial and error. I’ve blown up enough runs against Tyranids to know what clicks and what flops. Here’s the breakdown to cut your learning curve.
Understanding Subfactions: More Than Just Pretty Paint
Subfactions mostly just change looks. Grab the one that fits your vibe and rattles opponents. No stats shift, no sneaky buffs – pure style. Chaos and Orks flip that script though.
Subfactions mostly just change looks. Grab the one that fits your vibe and rattles opponents. No stats shift, no sneaky buffs – pure style. Chaos and Orks flip that script though.
- Death Guard (Nurgle) – plague tricks up their sleeve
- Emperor’s Children (Slaanesh) – speed bursts and flair
- Thousand Sons (Tzeentch) – warp shenanigans
- World Eaters (Khorne) – bloodthirsty edges
Orks snag bonus upgrades too. Rest of the factions? Your Marines smash the same whether Ultramarines or Blood Angels.
Flagship Skills: Your Ace in the Hole
Flagship skills hit on cooldowns only. Cripple or lose that ship, and they’re gone. Potent stuff, but nailing the moment counts more than the flash.
Shared Skills Everyone Can Use
Augur Probe / Canoptek Probe / Wraithbone Probe
Fires off a probe in a straight shot, spotting foes in 4,500 units en route. Lands after 10 seconds, scans 9,000 units for 120 total. Tags an enemy? Sticks and deploys on contact.
Point it at spots you want clear – clouds, rocks, traps. Flush stealthers from capture points. Even scattering their line-up wins fights.
Disruption Bomb
Beam a bomb 10,000 units out; pops in 15 seconds, wipes shields, holofields, shadowfields in 4,500 radius. Stalls regen and Necron hull fixes for 20 seconds.
Biggest blast zone of any bomb – shield killer supreme. Hits allies too, so drop pre-fight or after. Mid-scrap? Risky unless you’re pinned.
Stasis Bomb
Hurl 13,500 units; 15-second fuse slows ships, squadrons, shots 90% in 2,500 radius for 20 seconds.
Pure denial. Lock down advances. Pairs nasty with Novas – sluggish targets can’t evade. Splits packs clean.
Micro Warp Jump
Flagship blinks to ally scan range, clear of others. 2.5-second channel – no moves, no skills, no turns.
Game-changer for offense or bailouts. Battleships need it bad; turns lumbering hulks mobile.
Augur Disruption Bomb
Strips enemy detection map-wide for 45 seconds. Brutal, clean.
Sneak or snipe heaven. They flail blind while you line up.
Emperor’s Tarot / Reveal
Spotlights a blip for 90 seconds, fully exposed.
Probe backup. Useless on Tyranids though – they cloak from jump, no targeting.
Imperial Navy Unique Skills
Supercharged Void Shield
Shields lock invulnerable (bar Disruption Bombs), regen x10 for 10 seconds.
Imperial tank button. Focus fire? Pop it, laugh as shots slide off.
Plasma Bomb
10,000-unit beam; 10-second boom, 200 – 400 raw damage in 1,500 radius.
Tighter zone than Disruption, but packs punch. Cluster buster or finisher. Stasis first, then this – carnage.
Asuryani Unique Skills
Holofield Overload
Maxes holofield, holds peak 10 seconds; no-go under Disruption.
Meh. One-ship patch-up lacks punch. Skip for stronger plays.
Wraithbone Reinforcements
Ally Aeldari front armor hits 75 in 9,000 radius for 15 seconds; skips collisions.
Niche trash. Hit-and-run doesn’t eat frontals – fights your whole game.
Maelstrom
Psychic storm 2,500 radius at 13,500 range; no-shield ships eat 20/sec raw for 45 seconds.
This one’s fire. Necrons melt sans shields. Long burn, field-shaper. Take it always.
Necron Unique Skills
Pyramidal Reconstruction
Wipes light/heavy crits on Necrons in 9,000 radius instantly.
Non-negotiable. Engines stay live for teleports. Core to not dying slow.
Transdimensional Thunderbolt
Orb chains through ships in path; 200 raw in 4,500 flagship radius.
Reliable poke. Line-clearer before closing.
Resurrection Orb
+3 troops to Necron casualties/drifters in 9,000 360°.
Board hold and hulk grab. Stretches long scraps.
Scarab Swarm
Foes in 4,500 take 10/sec raw; allies +2/sec hull. 45 seconds.
Heal while they bleed? Gold. Mid-fight staple.
Lightning Link
Tethers flagship to Necron 9,000 out; crossers eat 60/sec raw 20 seconds (breaks >10k sep).
Tricky setup, huge payoff. Choke lanes.
Mass Recal
Fleet blinks to flagship scan; scraps orders, reveals all.
Reposition wild card. Flank or bail smart.
Upgrades: The Passive Power Multipliers
Passives layer buffs – flagship, type-specific, or fleet. Newbies stick fleet-wide; steady gains, no gimmicks.
Ship locks demand min-max commits. Seen fleets fold when countered hard.
Fleet-Wide Essentials
Navigational/Polarised/Phase Shifter Field
Kills asteroid/mine/spore damage fleet-wide.
Terrain plays unlock. Kite or lurk rocks your foes dodge.
Improved Augur Array
Escorts/light cruisers ID +9,000. Numbers game.
Escort swarms spot everything early.
Power Ram
+50% ram on spurred ships.
Viable stack, but speed matchups rule. Imperials truck through with it.
Auxiliary Shield Capacitors
Shields regen 25% faster all ships.
Can’t beat it. Frontline stays up, you cycle fights.
Aurent-Pattern Weaponries / Accelerated Batteries
Macros/lances +4,500 range.
Dodgy. Macro falloff kills it; Lock On does better. Lance-only maybe.
Short-Burn Torpedoes
Torps 50% faster.
Hits land more. Torp fleets live this.
Emission Dissipater
Silent maneuvers in Running Silent; escorts/light cruisers.
Ghost repositions. Ambushes click.
Culexus Assassin (Imperial example)
Lightning +500 morale hit; flagship.
Matchup killer – Orks shatter, Marines shrug.
Armor Piercing Ammunition
Close (4,500) halves armor vs macros on macro ships.
Brawl booster. If you’re in, shred.
Agripinaa-Pattern Void Shield
Shields +25 armor all ships.
Tougher bubble. Stacks regen perfect.
Asuryani-Specific Upgrades: The Good, the Bad, and the Trap
Spirit Stone Targeting Node
Runic stance las-range +4,500; flagship (nerfed from fleet).
Weak now. Better slots open.
Kin-Crewed Batteries
Reload: las fire +1%/sec to 25% max; drops on switch/pause.
Garbage. Build slow, fragile – never.
Dire Avenger Honor Guard
Line crit assault +10%.
Minor bump. Rarely swings.
Spirit Crystal Lenses
+10% shield damage; Necron cauter delay +10s; line ships.
Shield chewers and Necron stall. Pick.
Shrine to Asuryan
Flag ID range +25 bravery bubble.
Rout block. Quietly clutch.
Blessing of Vaul
Close las armor to 50 fleet-wide.
Trap. Fragiles don’t brawl.
Void Predator
Gas/asteroids: enemy macros -20 acc vs line.
Static bait. Move or die.
Necron Upgrades: Tech Superiority Manifest
Tesseract Crypt
Stances post-deck destroy; line ships.
Genius. Deck nukes? Laugh, keep buffs.
Unstable Pulse Core
Star Pulse +50% all with it.
Beast mode on Pulse. Multi-heavies demand it.
Nightmare Shroud
Reload: flagship IDs 3 morale/sec loss.
Flawed. Stance tie, short reach, Marines immune.
Arc Propagator
Flag particle whip chains once 50% to 4,500 foe.
Auto-spread hurts packs. Flag-live key.
Phase Shifter
Fleet env null.
Useless. Regen laughs at it.
Shards of Nyadra’zatha
Flag assault fires DoT.
Joke. Too rare.
Residual Absorption
Gas: cauter +1/sec fleet.
Cloud camp for crumbs? No.
Living Metal Substructure
Escort hull +25%.
Escort spam only – dumb.
Eldritch Bridge
Portal Lightning +4,500.
Extra reach meh; base fine.
Structural Analyser
Lightning crit x2 on scanned; arc ships.
Mark effort for dice. Ok, not great.
Imperial Navy: The Balanced Hammer
Imperials handle all roles solid – no peaks, no pits. New player starter; find your jam, swap factions later.
Slower hulls, but torps/Novas force plays. Full tonnage spread, weapons from macro walls to lance/hangar mixes.
Imperial Navy Ships by Role
Carriers
| Ship | Class | Points | Role | Notes |
|---|---|---|---|---|
| Defiant | Light Cruiser | 153 | Long-Range Carrier | 2 launch bays; small, cheap, fragile |
| Exorcist | Grand Cruiser | 308 | Long-Range Carrier / Mid Range Support | 4 launch bays; durable and powerful |
| Emperor | Battleship | 367 | Long-Range Carrier / Heavy Support | 4 launch bays; advanced detection radius |
Two Defiants match Exorcist squadrons cheaper by 2 points – lose toughness, gain spread. Exorcist nails balance.
Emperor overpays; scouts cover detection fine.
Escorts
| Ship | Class | Points | Role | Notes |
|---|---|---|---|---|
| Cobra | Destroyer | 34 | Torpedo Patrol Craft | Fast torpedo platform |
| Widowmaker | Destroyer | 37 | Torpedo Scout Craft | Advanced detection; best scout |
| Firestorm | Frigate | 41 | Lance Patrol Craft | Forward fixed lance + macro turret |
| Sword | Frigate | 41 | Macro Patrol Craft | Two macro turrets |
| Falchion | Frigate | 41 | Heavy Torpedo Patrol Craft | Heavier torpedo loadout |
Widowmaker scouts rule at 37. Cobras spam cheap torps; Firestorms lance cheap.
Lance Platforms
| Ship | Class | Points | Role | Criticism |
|---|---|---|---|---|
| Endurance | Light Cruiser | 105 | Mid-Range Lance Cruiser | Short lance range hurts |
| Gothic | Cruiser | 162 | Mid-Range Lance Cruiser | Sturdier than Endurance but still questioned |
| Apocalypse | Battleship | 284 | Heavy Lance Support | Nova Cannon + Overload Lances; Lock On stance = 18,000 unit lance range |
Apocalypse alone shines – Nova control plus Lock On lances at 18k. Rest? Pass.
Nova Cannon Specialists
| Ship | Class | Points | Notes |
|---|---|---|---|
| Dominator | Cruiser | 188 | High Nova potential |
| Mars | Battle Cruiser | 260 | Improved range; 2 lances; launch bays; tradeoffs present |
Dominator owns denial. Mars juggles; fleet-fit decides.
Macro-Battery Brawlers
| Ship | Class | Points | Role | Notes |
|---|---|---|---|---|
| Endeavour | Light Cruiser | 107 | Light Attack Cruiser | Cheap macro/turret platform |
| Dauntless MK2 | Light Cruiser | 116 | Improved Endeavour | Better stats |
| Dauntless | Light Cruiser | 128 | Lance variant | Lance instead of torpedoes |
| Tyrant | Cruiser | 178 | Mid-range macro/plasma + torpedoes | Solid all-arounder |
| Avenger | Battle Cruiser | 199 | Short-range heavy attack | Lacks forward weapons; “wrecking ball” role |
| Overlord | Battle Cruiser | 216 | Flexible powerhouse | Two plasma macros + two lance turrets + torpedoes |
| Retribution | Battleship | 306 | Anchor ship | Three plasma macros per side, 3 lance turrets, heavy torpedo launcher |
Overlord crushes versatile. Retribution anchors but kites eat it; screen heavy.
Avenger wrecks broadside – no chase though.
Multi-Purpose Platforms
| Ship | Class | Points | Notes |
|---|---|---|---|
| Lunar | Cruiser | 165 | Lance/Attack; Trades macro for lance |
| Dictator | Cruiser | 206 | Carrier/Attack; Launch bays instead of extra macros |
| Armageddon | Battle Cruiser | 210 | Heavy lance/attack |
| Vengeance | Grand Cruiser | 260 | Heavy lance/heavy attack; Upgraded macros to plasma |
| Oberon | Battleship | 334 | Heavy mixed weapons; All weapon systems; advanced detection; criticized for lack of focus |
Vengeance campaign beast – plasma reach, lance bite, tanky line holder.
Oberon spreads thin; 334 wants focus.
Imperial Navy Fleet Synergies
Defensive Fortress Combo:
- Supercharged Void Shield (skill)
- Auxiliary Shield Capacitors (upgrade)
- Agripinaa-Pattern Void Shield (upgrade)
Shields regen quick, tank harder, flag invul burst. Line eats volleys.
Area Denial Nuke:
- Stasis Bomb (skill)
- Plasma Bomb or Disruption Bomb (skill)
- Nova Cannon ships (fleet composition)
Stasis pins, strip or raw-nuke, Nova cleanup. No escape.
Stealth Ambush Fleet:
- Augur Disruption Bomb (skill)
- Improved Augur Array (upgrade)
- Emission Dissipater (upgrade)
- Light cruisers and escorts (fleet composition)
Blind foes, silent scouts, multi-angle strikes.
Close-Range Crashers:
- Power Ram (upgrade)
- Short-Burn Torpedoes (upgrade)
- Armor Piercing Ammunition (upgrade)
Ram spike, torp rush, armor melt. Knife fight wins.
Battleship Mobility:
- Micro Warp Jump (skill)
- Any Battleship (flagship)
Lumbers teleport. Threats answered.
Imperial Navy Battle Tactics
Targeting Priority:
- Kiting (Eldar, Chaos): engines non-stop
- Brawlers (Orks, Marines): engines to stall
- Shields (Imperial, Tau): generators down
- Carriers: decks; Brace Impact
Stance Management:
- Escorts: Silent always
- Fleet: Brace default
- Snipe: Lock On
- Prep: Reload carriers/Novas
Disengagement Discipline:
Warp out crit ships fast. Repairs sting; live to fight.
Countering Imperial Fleets
Faster? Engine spam – they’re slugs.
Boarders? Troop them; splits attention.
Dodge Novas/torps always.
Generators if you outpace.
No rams – spurs wreck lights.
Asuryani: Glass Cannon Guerrillas
Hit-run gods: maneuver nuts, accuracy lasers, full-armor-ignore torps. Fragile premium hulls though.
Top agility – speed, bursts, snap turns. No arcs; go anywhere.
Torps delete armor but crawl, intercept easy. Blanket range best – dive, dump, burn out.
Asuryani Ships by Role
Escorts
| Ship | Class | Points | Notes |
|---|---|---|---|
| Shadowhunter | Destroyer | 79 | Lance platform |
| Shard Shadowhunter | Destroyer | 85 | 3 lascannons |
Carriers
| Ship | Class | Points | Weapons | Opinion |
|---|---|---|---|---|
| Ghost Wraithship | Light Cruiser | 206 | 2 launch bays | Solid carrier |
| Moonray Wraithship | Light Cruiser | 210 | Pulsars | Alternative platform |
| Ghost Dragonship | Cruiser | 295 | Launch bays | Larger carrier |
| Moonray Dragonship | Cruiser | 285 | Pulsar variant | |
| Phoenix Ship | Battle Cruiser | 420 | Large carrier | Slow for Aeldari; suggested to pass |
Phoenix drags at 420. Faction mismatch; skip.
Torpedo Craft
| Ship | Class | Points | Weapons | Notes |
|---|---|---|---|---|
| Prismatic Wraithship | Light Cruiser | 172 | Lascannons + torpedoes | |
| Firestorm Wraithship | Light Cruiser | 176 | Pulsars + torpedoes | |
| Starfall Dragonship | Cruiser | 228 | Torpedoes (nerfed pre-patch) | |
| Firestorm Dragonship | Cruiser | 220 | Pulsar variant + torpedoes |
Asuryani Fleet Synergies
Stasis + Maelstrom Combo:
- Stasis Bomb traps enemy fleet
- Maelstrom deals continuous damage to shieldless ships
- Enemy bleeds hull points while moving 10% speed
Phoenix Mobility Patch:
- Micro Warp Jump on Phoenix Ship
- Negates its slow speed; suddenly it can reposition across battlefield
Full Stealth Ambush:
- Augur Disruption Bomb removes enemy detection
- Fleet of light cruisers and escorts
- Approach undetected; alpha strike before they react
Runic Targeting Kite:
- Runic Targeting Node stance
- Lascannon-equipped ships
- Kite with 270° firing arc and doubled crit chance
Asuryani Battle Tactics
Torpedo Discipline:
Overextend loses ships. Pull back over risky kills – survival first.
Stance Usage:
Runic Node kites: 270 arc, las crits double. Distance perfect or die.
Micro Warp Jump Setups:
Torps lined, blink out pre-return. Predict to dominate.
Constructing Asuryani Fleets
Launch bays save from ordnance.
Escorts capture/scout essential.
Premium points – max output per hull.
Small swarm or big tanks? Mix wins me.
Necrons: Technological Terror
Tech edge crushes: perfect shots, tank armor, auto-heal, blinks. Few hulls – 2-4 mains, 2-4 escorts max. One loss stings bad.
100% hits often, regen shrugs damage. Slugs base, but Inertialess blinks rule. No engines? Dead.
Eight ships limit builds. Max every pick, zero errors.
Necron Ships by Role
Escorts
| Ship | Class | Points | Notes |
|---|---|---|---|
| Dirge | Destroyer | 54 | Fastest Necron ship |
| Jackal | Frigate | 59 | Standard escort |
Skirmish Craft
| Ship | Class | Points | Weapons |
|---|---|---|---|
| Cartouche | Light Cruiser | 155 | Launch bays |
| Khopesh | Light Cruiser | 194 | Heavy skirmish loadout |
Stealth Platform
| Ship | Class | Points | Features |
|---|---|---|---|
| Shroud | Light Cruiser | 189 | Advanced detection + launch bays |
Heavy Enforcers
| Ship | Class | Points | Features |
|---|---|---|---|
| Scythe Harvester | Cruiser | 291 | Star Pulse + launch bays |
| Scythe Reaper | Battle Cruiser | 367 | Heavy enforcer |
| Cairn | Battleship | 492 | Ancestral Terror + Star Pulse + launch bays |
Necron Fleet Synergies
Essential Combo – Pyramidal Reconstruction + Tesseract Crypt:
Crit wipe plus stance post-deck. Engines/teleports live, buffs stick. No shields means early crit hell – this counters.
Star Pulse Supremacy:
Pulse nukes ordnance/fighters, raw burst. +50% Unstable Core? Insane. Heavies mandatory.
Scarab Swarm Sustain:
Brawl heal 2/sec, foe bleed 10/sec. Tempo flip.
Lightning Link Area Control:
Tether paths; 60 DPS crossers. Chokes own.
Mass Recal Emergency Extract:
Fleet blink safety or flank. Order cancel noted.
Necron Battle Tactics
Targeting Priority:
- Engines always – mobility lock
- Shields: generators
- Carriers: Pulse ordnance
Teleport Management:
Blink core. No engines = paper. Pyramidal saves it.
Stance Usage:
- Escorts: Silent
- Line: Dispersed Arc splash
- Focus: Reactive Shift heal
Focus Fire Discipline:
Small numbers demand kills, not scratches.
Constructing Necron Fleets
Heavy/light trade-offs – value max.
Escorts despite cost.
Pulse heavies: 1-2 min.
No double Cairn – kite food.
Countering Necron Fleets
Engines always – blink gone.
Single focus + board split.
No clumps – Pulse wipes.
Scenario spread pressure.
Cairn rear hammer.
Ram drain regen.
Campaign Sector Bonuses: Building Your Empire
Sectors/planets buff battles – UI lags show sometimes. “Imperium” covers Navy, Marines, AdMech.
Cadian Sector Example: Full Benefits
Resource Generation & Economy:
- 250 resources per turn generated
- Resources in sector increased by 12%
- Evolution cost reduced by 12%
Military Production:
- 11 troops generated per turn
- 30% hull repaired per turn
- 3 Minor and 2 Regular shipyards available
- +1 starting level for Imperial Navy and Mechanicus ships built here
Leadership & Command:
- Reduced time before new leaders (Imperial Navy and Mechanicus): -1 turn
- Renown earned increased by 12%
Combat Bonuses:
- +1 assault action for Imperial Navy boarding in sector
- Critical assault chance increased by 10% for ships built here
- Bravery of ships in sector increased by 20
- Flagship armor increased by 2
Strategic:
- Chaos threat reduced by 2 in sector
Key Systems in Cadian Sector
| System | Type | Bonuses per Level | Notes |
|---|---|---|---|
| Belisar | Hiveworld | +10/20/40 resources per turn; +1/1/2 troop regen | Unsustainable (evolves twice as long) |
| Demios Binary | Forgeworld | +20/40/80 resources; sector-wide repair rate increase | Level 3: Mechanicus enclaves + research |
| Cadia | Symbol | +3/6/9% renown earned | Story significance |
| Vigilantum | Schola Progenum | Shipyard + repair rate | Level 3: space station construction; reduced Imperial Navy leader timer |
Understanding Planet Behaviors
Penal Worlds: Troop regen scales with nearby Hives. More Hives, more meat.
Research Stations: Commander/ship perks. AdMech cooldown cuts, Marine crits.
Listening Posts & Monuments: Battleplans/renown farm. Campaign fuel.
Hazards to Watch:
- Radiation stalls levels
- Unsustainable double evo time
- Pirates spawn sans fleet
Campaign Strategy: Dominating the Imperium Campaign
Save every turn. Bugs, flubs – reload beats restart.
Optimal Sector Conquest Order
Cadia → Nemesis Tessera → Agripinaa → Chinchare → Belis Corona → Medusa → Scarus → Belial IV → Caliban & Scelus → Sentinel Worlds → Eidolon
Forges first (cash/repair), Hives (troops), yards (builds).
Fleet Capacity & Leadership Scaling
- 1000 points fleet cap (Adm 13)
- 1650 leadership (Adm 15)
Start: Navy, AdMech, Marines.
The Urgency Meter Strategy
Rise it on purpose. Income farm pre-missions like Cadia Rise.
Secure, max level 3 (forge/hive), urgency build, invasion farm, recruit frees **first**, then mission.
Miss recruit? Free fleet wasted.
Stationing Fleets to Prevent Spawns
Arilla Bay (Agripinaa): fleet or pirates.
Jubal (Chinchare): fleet or Eldar.
Check warnings.
Tyranid Invasion: The Unavoidable Storm
Agripinaa slavers clear → Belis Corona mission → ‘nids.
No delay/cancel. Fight or lose.
Two-fleet armadas quick-response.
Later: defend 4 sectors – win nets +1 each fleet (over cap temp).
Final: Hivemind SE Belis Corona – range damage.
Optimal Fleet Compositions for Campaign
Spire’s Mission Armada (Recommended):
| Fleet Composition | Point Value | Ship Count |
|---|---|---|
| 3 Vengeance Grand Cruisers + 1 Exorcist | 1000 | 4 ships |
| 6 Vengeance Grand Cruisers | 1500 leadership | 6 ships |
| 4 Vengeance + 2 Exorcist | Higher leadership | 6 ships |
Exorcist scouts if needed.
Alternative: Avenger Spam:
| Leadership | Avenger Count |
|---|---|
| 1200 | 6 Avengers |
| 1400 | 7 Avengers |
| 1650 | 8 Avengers |
Nebula wrecker.
Non-Spire Options:
Dominator (Navy) + Lunar (AdMech) Nova walls.
Marines: Strike III (188) + AdMech Lunar (210).
Nebula Camping: Easy Cruiser-Clash Wins
Broadside park nebula (Vengeance prime):
- Orders no-move on fire (no flip)
- Shield skills front
- Void Shield focus tank
- Kill spotters first
- They enter blind, broadside eats
Nebula ticks hull – watch.
General Campaign Advice
Two fleets enough if sharp. Third crutches.
Darkhammer: refuse sometimes frees Marines – cap room first.
Abandon post-missions Scarus-Belial-Caliban-Sentinel if swamped. Threat end cuts rands.
General Gameplay Wisdom: The Little Things That Matter
Experience & Rewards
Losses still renown/XP. Fight out.
Admirals hold assas/data. Prioritize.
Weapon Mechanics
Lances/pulsars/zzaps always connect, armor shrug. Count on it.
Ship Loss & Recovery
Crits? Warp bail. Repairs hurt.
Renown rush if desperate.
Warp loss times rotation.
Leveling Systems
Adms unlock roster.
Captains add slots – power creep.
Defense & Offense Systems
Turrets shred torps/craft/boats. Cover angles.
Fighters block ordnance/bombers – screen or die carriers.
Stance Mastery
Orders temp:
- Recharge: CDs
- Lock On: range/acc
- Brace: resist
- Silent: cloak
Gauge maneuvers – burn dry hurts.
Micro-Management Tools
Behaviors/autotarget if overwhelmed. Subpar.
Skills auto conditional right-click.
Spacebar single slow – think free.
Targeting Precision
Sub-click priority. Crits spike focused.
Engines mob, gens shields, decks carriers.
Ramming Tactics
Lights crumple – spurs spike Imperials.
Mass wins trades.
Bomb Synergies
Phase → Disruption → Plasma.
Shields gone, raw follows.
Boarding Importance
Morale/troop weak? Board heavy.
Cancels jumps – trap.
Movement & Orders
Shift queue paths.
Environmental Awareness
Clouds hide, rad hurts, rocks cover. Upgrades decide.
Frequently Weak Upgrades & Skills: What NOT to Take
Testing/community duds:
Asuryani Kin-Crewed Batteries: Stance slow-ramp, switch-kill – trash.
Necron Shards of Nyadra’zatha: Rare flag DoT – pointless.
Terrain-Dependent Upgrades (General): Void Predator/Residual – static kills mobility.
Asuryani Wraithbone Reinforcements: Front tank vs run – wrong.
Necron Living Metal Substructure: Escort bump niche dumb.
Asuryani Blessing of Vaul: Close bait for glass – no.
Campaign Warnings & Technical Notes
UI & Display Issues
Planet buffs battle-active, screen lag.
Achievements
Some buggy/time sink. Natural Selection suspect.
Save Management
Every turn. Bugs/clicks reversible.
Cosmetic Choices
Darkhammer refuse hides fleets sometimes – cap check.
Fleet craft mixes faction fits, skill/upgrade syncs, foe reads. No meta build – test, lose, tweak.
Navy basics first; spec later. Micro stances, escorts screen – void’s brutal. Save often, grind smart.







