Battlefleet Gothic Armada 2 Imperium Guide June 2026

Battlefleet Gothic: Armada 2

Running the Imperium campaign in Battlefleet Gothic: Armada 2 puts you in charge of three separate fleets – Imperial Navy, Adeptus Mechanicus, and Space Marines. Each packs its own punch, but stacking those sector bonuses right turns solid admirals into void war legends. Planet perks hit your ships, but they won’t show up in the menu till battle kicks off (devs never patched that glitch). Renown’s basically XP here, not cash. Baseline repairs run 10% per turn, troops regen 3 per turn, and bonuses stack up to wreck faces if you play them smart.


Contents

Cadian Sector – Where Imperium Power Begins

Cadian sector map

Cadia’s your starting turf, and honestly the top spot for cranking out Imperial Navy and AdMech fleets. Local builds kick off a level higher, leaders pop quicker, and that renown grind snowballs hard over the campaign.

System Breakdown and Strategic Assets

Belisar System

  • Hiveworld spitting 10/20/40 resources per turn
  • Troop regen up 1/1/2 per turn
  • Unsustainable World drags evolution twice as long

Demios Binary System

Shipyard asteroid belts crank 1/1/2 construction points (cap 2/4/4), bump system repairs 10/15/20%, and sector repairs 0/4/4%. Forgeworld dumps 20/40/80 resources, plus 2/4/8% sector repairs and 0/1/1 troop regen. Big unlock: Mechanicus Enclaves station slashes command cooldowns 15 seconds at level 3. Enclave drops Mechanicus leader wait 0/0/1 turns and bumps their ships 0/0/1 levels higher. Strategic spot for space station at 3.

Cadia System Proper

Real meat’s in this cluster:

  • Prosan (Death world): 0/5/10% crit assault on Imperium builds from here
  • Korolis (Promethium extractor): Launch bays cooldown drops 0/2/5%
  • Kasr Sonnen (Fortress world): Attacks delay 1 turn, your threat up 1. Minor shipyard does 1/1/2 points (cap 1/2/2), local repairs 5/10/15%, sector 0/2/2%
  • Cadia (Symbol): Renown earnings up 3/6/9%
  • Kasr Holn, Kasr Partox, Solar Mariatus (Fortress worlds): Each stalls attacks 1 turn, threat +1
  • Vigilantum (Schola Progenum): Imperial Navy leaders faster 0/0/1 turns, IN ships start 0/0/1 higher. Shipyard 1/1/2 points (cap 2/4/4), local repairs 10/15/20%, sector 0/4/4%. Space station spot at 3
  • Klaisus (Outpost): 0/5/10 resources, 0/0/1 troop regen

Supporting Systems

  • Clausten (Mining world): 3/6/12% resources everywhere. Minor shipyard 1/1/2 points (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%
  • Xersia (Hiveworld): 10/20/40 resources, 1/1/2 troops. Cardinal bumps Imperium bravery 0/5/10 in sector, Chaos threat down 0/0/1
  • Vorga Torq: 0/0/1 troops plus 1 per linked hive
  • Helotas, Fremas (Agri worlds): Each cuts evo cost 1/2/3%
  • Kantrael (Forgeworld): 20/40/80 resources, 2/4/8% sector repair, 0/1/1 troops. Kantrael lasgun adds 0/0/1 boarding assault for IN ships. Minor shipyard too
  • Exeltra Minor (Agri world): Evo discount 1/2/3%. Gas cloud post spits battleplans every 8/6/4 turns
  • Barisa (Agri world): 1/2/3% evo cut
  • Sabena (Cardinal world): Bravery up 0/5/10, Chaos threat -0/0/1, monument renown +0/0/3%. Asteroid adamantium vein flags +0/1/2 armor

Complete Cadian Sector Benefits

  • Fully leveled Cadia pumps:
  • 250 resources per turn (+12% from miners)
  • 11 troops per turn
  • 30% repairs per turn
  • 3 minor, 2 full shipyards
  • 12% cheaper evos
  • IN and AdMech leaders 1 turn quicker
  • IN and AdMech ships +1 start level
  • IN boarding +1 assault
  • 10% crit assault on local builds
  • All sector ships +20 bravery
  • Chaos threat -2
  • 12% more renown
  • Flagships +2 armor

Rush Cadia and Sabena – the renown edge stacks huge long-term. Turns this into your go-to IN and AdMech factory.


Nemesis Tessera Sector – The Defensive Holdout

Nemesis Tessera map

Forgotten backwater lacks punch, but that Archeo Gellar Field locks it down tight against invasions.

  • Ovaris Gulag (Penal World): 0/0/1 troops, +1 per hive link. Seditious ups Chaos threat 1 sans fleet.
  • Nemesis Tessera (Cardinal world): Imperium bravery 0/5/10, Chaos -0/0/1. Inquisitorial Fortress -0/1/2 more Chaos. Minor shipyard 1/1/2 points (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%. Strategic at 3.
  • Trionoras (Agri world): Evo -1/2/3%.
  • Chima Lomas (Hiveworld): 10/20/40 resources, 1/1/2 troops.
  • Obsidian Depths (Archeo Gellar Field): L1 shields system, L2 neighbors, L3 whole sector. Aeldari/scripts ignore it.

Sector Total:

  • 40 resources per turn
  • 4 troops
  • 1 minor shipyard
  • Chaos -3
  • 3% evo cut

Gellar field shuts invasions down cold (barring exceptions). Not much else, but that defense alone makes holding it smart.


Agripinaa Sector – Fleet Production Powerhouse

Agripinaa industrial sector

Forge your fleets here. Shipyards everywhere, fat repairs, killer AdMech perks – industrial beast for expansion.

Critical Warning

Arilla Bay spawns Imperium Pirates 20% per turn sans fleet. Park one there permanent.

System Details

  • Lelithar (Civilized world): 5/10/20 resources, 0/1/1 troops. Seditious Chaos +1 no fleet.
  • Yayor (Agri world): Evo -1/2/3%.
  • Arilla Bay: Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%. Evo x2 slow. Pirates – fleet it!

Agripinaa System Complex:

  • Orax (Mining world): Resources +3/6/12%. Rad cloud caps L2
  • Morten’s Quay (Shipyard): 1/1/2 points (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%
  • Agripinaa (Forgeworld): 20/40/80 resources, sector repair 2/4/8%, troops 0/1/1. Station unlocks Reinforced Armour (+2% armor L3). Strategic station
  • Aurent (Hiveworld): 10/20/40 resources, 1/1/2 troops. Minor shipyard, local 5/10/15% repair, sector 0/2/2%. Psychic shroud delays attacks 0/1/2
  • Chaeros (Civilized): 5/10/20 resources, 0/1/1 troops
  • Industrial world: 10/20/40 resources
  • Urath (Training outpost): Crit assault +1/2/3%
  • Nasrine (Hiveworld): 10/20/40 resources, 1/1/2 troops
  • Yaymar (Civilized): 5/10/20 resources, 0/1/1 troops. Faith -1 Chaos
  • Barent (Mining): +3/6/12% resources. Doomed caps L1
  • Bar-El (Penal World): 0/0/1 troops +1 per hive.
  • Ulthor (Death world): Crit assault 0/5/10%. Evo x2.
  • Finreth (Forgeworld): 20/40/80 resources, sector repair 2/4/8%, troops 0/1/1. AdMech Enclave -0/0/1 leader time, ships +0/0/1 level. Strategic.
  • Tabor (Hiveworld): 10/20/40 resources, 1/1/2 troops. Seditious no fleet.

Malin’s Reach:

  • Primarius (Civilized): 5/10/20 resources, 0/1/1 troops
  • Secundus (Mining): +3/6/12% resources. Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%
  • Albitern (Hiveworld): 10/20/40 resources, 1/1/2 troops. Outpost crit +1/2/3%.
  • Sarlax (Agri): Evo -1/2/3%. Doomed L1. Deep minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%.
  • Amistel (Hiveworld): 10/20/40 resources, 1/1/2 troops. Rad L2 cap. Outpost crit +1/2/3%.
  • Dentor (Agri): Evo -1/2/3%. Deep minor shipyard like Sarlax.

Agripinaa Sector Complete Benefits

  • 460 resources per turn
  • +21% resource amp
  • 2 full shipyards, 4 minors
  • 32% sector repairs
  • 21 troops
  • 18% crit assault
  • AdMech leaders -1 turn
  • AdMech ships +1 level
  • 7% evo cut

Resource flood seals it. Shipyard swarm and enclave spit AdMech fleets fast – works for anyone, really.


Chinchare Sector – Economic Foundation

Chinchare economic sector

Chinchare flips your economy to beast mode. Ship Cemetery and miner stacks hit absurd resource highs, perfect for Astartes crit boarding spam.

  • Reznor: Tomb Necron +1 no fleet, Cemetery 40/80/160 resources (!), Tyranid +1 no fleet. Evo x2.
  • Jubal (Mining): Cross-sector +3/6/12%. Drukhari 20% raid no fleet – station up.
  • Essola Bay (Outpost): 0/5/10 resources, 0/0/1 troops. Warp delays attacks 1. Post battleplans 8/6/4 turns.
  • Praxa Gulf (Fortress): Attacks -1 turn, threat +1. Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%. Tomb needs fleet. Strategic L3.

Chinchare System:

  • Plessern (Mining): +3/6/12% resources. Plasma 0/10/20 resources, combustion -5/10/15 Imperium. Rad L2. Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%
  • Ulotian: Inertia enemy threat +1
  • XV/426 (Death): Crit 0/5/10%. Minor shipyard, local 5/10/15% repair, sector 0/2/2%. Tyranid no fleet. Strategic
  • Chinchare (Mining): Cross +3/6/12%
  • Orthea (Death): Crit 0/5/10%. Tyranid. Station Sabbatorus drive +25% speed L3
  • Sabbatorus (Forgeworld): 20/40/80 resources, sector repair 2/4/8%, troops 0/1/1. Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%. Corax drives Astartes cruisers Running Silent L3
  • Var Seles: Inertia
  • Balzac (Mining): Cross +3/6/12%
  • Torian (Agri): Evo -1/2/3%. Outpost crit +1/2/3%. Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%.
  • Taeloth (Civilized): 5/10/20 resources, 0/1/1 troops. Inquisition Chaos -1/2/3.

Chinchare Complete Benefits

  • 280 resources per turn
  • x42% resource mult
  • 3 minors, 2 fulls (1 minor +2 fulls same system)
  • 18% repairs
  • 3 troops
  • 23% crit assault
  • Exhaustion -10%
  • Astartes cruisers Running Silent L3
  • Battleplan every 4 turns

Economy rocket. Cemetery + miners = nuts production. Astartes heaven – crit stacks and Silent make boarding unstoppable.


Medusa Sector – Iron Hands Stronghold

Medusa sector map

Iron Hands spawning level 3 here? Medusa’s the spot. No contest for that chapter.

  • Decarus (Penal): 0/0/1 troops +1 per hive. Outpost crit +1/2/3%.
  • Medusa (Astartes home – Iron Hands): Astartes leaders -0/1/1 turns. Iron Hands ships +0/1/2 levels. Telstarax 0/2/3 points (cap 0/6/8), local repair 15/10/15%, sector 0/10/10%. Evo x2. Symbol renown +3/6/9%. AdMech Enclave -0/0/1 leader, ships +0/0/1. Station Chapter Relics +10 crit Astartes. Strategic.
  • Josmerine’s Cove: Orks +1 no fleet. Inertia threat.
  • Odissar (Civilized): 5/10/20 resources, 0/1/1 troops.
  • Kholan (Hiveworld): 10/20/40 resources, 1/1/2 troops. Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%. Industrial +10/20/40 resources.

Medusa Sector Total

  • 100 resources per turn
  • 1 shipyard + Telstarax
  • 14% repairs
  • 5 troops
  • 9% renown

Level 3 Iron Hands seals the deal. Pump armadas here – Telstarax and yard speed it up. AdMech ok if desperate.


Belis Corona Sector – Imperial Fists Forward Base

Belis Corona sector art

Crit assault stacks and quick leaders make this killer for Astartes and AdMech builds.

Belis Corona System:

  • Antar (Death): Crit 0/5/10%. Fists bastion -0/0/1 leader turns. Evo x2
  • Geldaris, Belisimar Prime: Lore dumps
  • Belis Corona (Major Shipyard): 1/1/2 points (cap 3/6/6), local 15/20/25% repair, sector 0/8/8%
  • Laurentix (Agri): Evo -1/2/3%. Tyranid no fleet
  • Malusoir (Death): Crit 0/5/10%. AdMech Enclave -0/0/1 leader, ships +0/0/1. Post battleplans 8/6/4
  • Bairstein Prime (Mining): Cross +3/6/12%. Vein flags +0/1/2 armor
  • Phonosar (Agri): Evo -1/2/3%. Seditious no fleet. Strategic
  • Subicao Diablo (Hiveworld): 10/20/40 resources, 1/1/2 troops. Sororitas bravery +5/10/15. Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%.
  • Pallatinos Fault: Rad L2. Poison Chaos crit +25% if they hold (keep ’em out). Death crit 0/5/10%.

Belis Corona Complete Benefits

  • 40 resources per turn
  • +12% resources
  • 1 major, 1 minor shipyard
  • 10% repairs
  • 4 troops
  • 25% crit assault
  • Astartes/AdMech leaders -1 turn
  • AdMech ships +1 level
  • Battleplan every 4 turns
  • 6% evo cut
  • Flags +2 armor

Prime Astartes/AdMech zone – crit boost goes nuts.


Scarus Sector – WAAAGH! Target Zone

Scarus ork-heavy sector

Ork magnet, but AdMech shines with bravery for Nova spam.

System Type Key Benefits
Vagera Agri world Evo discount 1/2/3%
Nysa Stromlo Forgeworld 20/40/80 resources; sector repair 2/4/8%; troops 0/1/1
Skyren Major Shipyard 1/1/2 points (cap 3/6/6); local repair 15/20/25%; sector 0/8/8%
Harvest Agri world Evo discount 1/2/3%
Ulant Hiveworld 10/20/40 resources; troops 1/1/2
Hexen Civilized 5/10/20 resources; troops 0/1/1; Shipyard 1/1/2 (cap 2/4/4); local repair 10/15/20%; sector 0/4/4%

Kaetelar’s Retreat: Mirror fort 20% Asuryani no fleet, Aeldari -1 you hold/+1 they hold. Fortress delays 1 turn, threat +1.

Thracian Primaris System:

  • AE/91B (Death): Crit 0/5/10%
  • Angelisar (Civilized): 5/10/20 resources, 0/1/1 troops. Fungus bravery +5/10/15 sector builds
  • Thracian Primaris (Hiveworld): 10/20/40 resources, 1/1/2 troops. Fortress, Strategic
  • Durst’s Reach (Hiveworld): 10/20/40 resources. Evo x2
  • Elnaur Delta (Civilized): 5/10/20 resources, 0/1/1 troops
  • Tantris (Paradise): Bravery +5/10/15, IN leader -0/1/2 turns
  • Messina (Civilized): 5/10/20 resources, 0/1/1 troops. Seditious
  • Buyabos (Promethium): Launch cooldown -0/2/5%. Corruption +1 system level-up time

Quinx: Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%.

Mordax Prime (Forgeworld): 20/40/80 resources, sector repair 2/4/8%, troops 0/1/1. Shipyard 1/1/2 (cap 2/4/4). AdMech Enclave -0/0/1 leader/level. Station Targeting Matrix halves >9k accuracy drop L3. Strategic.

  • Gudrun (Hiveworld): 10/20/40 resources, 1/1/2 troops. Redemption crit +2/4/6% local builds.
  • Imbrium, Lethe Eleven (Hiveworlds): Each 10/20/40 resources, 1/1/2 troops.
  • Nerivian Expanse: Daemon Chaos threat varies by holder. Shipyard 1/1/2 (cap 2/4/4), local 10/15/20% repair, sector 0/4/4%. Inertia.

Scarus Sector Complete Benefits

  • 480 resources per turn
  • 1 major, 4 full shipyards
  • 24% repairs
  • 18 troops
  • 16% crit assault (system builds)
  • 15 bravery (sector builds)
  • IN leader -2 turns; AdMech -1
  • AdMech ships +1 level
  • 6% evo cut
  • Launch cooldown -5%

Bravery saves AdMech Nova boats. Decent IN spot, but Cadia owns that.


Scelus Sector – Chaos Homeland

Scelus chaos sector

Slim pickings for us. Shipyards tempt, but skip unless you’re hurting for hulls.

System Key Features Strategic Value
Vermaard Mining: +3/6/12% resources Seditious needs fleet
Dorsia Empty Inertia only
Scellus Shipyard 1/1/2 (cap 2/4/4) 20% Sons of Malice; fleet it; Strategic
Nyxis Novae Daemon + Shipyard Chaos rules; Inertia

Scelus Complete Benefits

  • +12% resources
  • 2 full shipyards
  • 8% repairs

Yards only reason to glance here. Desperation builds max.


Caliban Sector – Dark Angels Remnant

Caliban sector art

Ok perks, nothing screaming must-have.

  • Orphia (Hiveworld): 10/20/40 resources, 1/1/2 troops. Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%. Strategic.
  • Caliban (Symbol): Renown +3/6/9%. Strategic.
  • Terraq (Penal): 0/0/1 troops +1 per hive. Seditious. Minor shipyard like Orphia. Strategic.
  • Alena Cloud: Post battleplans 8/6/4 turns.

Caliban Sector Total

  • 40 resources per turn
  • 2 minors
  • 4% repairs
  • 4 troops
  • Battleplan every 4
  • 9% renown

No fleet factory, but renown and plans help steady.


Belial IV Sector – Aeldari Contested Territory

Belial IV contested sector

Nova damage spike turns this AdMech goldmine. Tough grab, worth the fight.

  • Qualoth Deep (Mining): Cross +3/6/12%. Lode Nova +5/10/20%.
  • Elorde: Seditious. Post 8/6/4 plans.
  • Arias Minor: Minor shipyard 1/1/2 (cap 1/2/2), local 5/10/15% repair, sector 0/2/2%. Pirates need fleet.

Belial System:

  • Belial (Hiveworld): 10/20/40 resources, 1/1/2 troops
  • Belial Minor (Civilized): 5/10/20 resources, 0/1/1 troops
  • Belial Major (Death): Crit 0/5/10%
  • Belial IV: Inquisition Aeldari -0/1/2. Crone evo x2, Chaos +1, Aeldari +1
  • Belial Maximum: Post 8/6/4. Strategic

Tempest of Sorrow: Plasma 0/10/20 resources, combustion -5/10/15. Echoes bravery -25 sector-wide – ouch.

Belial IV Complete Benefits

  • 80 resources per turn
  • +12% resources
  • 1 minor shipyard
  • 2% repairs
  • 3 troops
  • 2 plans every 4 turns
  • 10% crit assault (builds)
  • 15% combustion cut
  • 20% Nova damage

Nova buff clutch for AdMech. Bravery hit stings, but firepower carries.


Campaign Progression Strategy

Campaign progression overview

Sector Unlock Sequence

Campaign hits: Cadia → Nemesis Tessera → Agripinaa → Chinchare → Belis Corona → Medusa → Scarus → Belial IV → Caliban & Scelus → Sentinel Worlds → Eidolon. Smart path maxes fleets and cash over blind rushing.

Early Campaign Framework

Post-training trio (IN, AdMech, SM), first goal’s four Cadian systems.

Skip “Rise of Cadia” rush:

  • Snag south systems
  • Swing north for Cadia
  • Grab northwest
  • Leave one hanging
  • Max Forgeworlds L3
  • Max Hives L3
  • Max yards L3
  • Grab new IN fleet unlock
  • Hoard resources/plans
  • Finish “Rise of Cadia”

Grab that extra IN fleet BEFORE mission end. Freebie post-complete. No rush recruit – just snag pre-finish or lose it. Crank urgency near loss while farming invasions. Max Cadia, then push for bonus.

System Upgrade Priority

  • Forgeworlds first Resources/repairs hit all fleets hardest.
  • Hives next Resources/troops sustain long hauls.
  • Yards third Points/repairs grow fleets.
  • Agri last Evo cuts wait – late game scraps.

Critical System Defenses

Spawn risks sans garrison:

  • Arilla Bay (Agripinaa): 20% Pirates/turn
  • Jubal (Chinchare): 20% Drukhari/turn
  • Reznor (Chinchare): Nec/Tyranid must
  • Others: Per notes

Dump cheap fleets there. Beats invasion chaos.


The Tyranid Invasion Event

Tyranid invasion event art

Trigger Conditions

Clear Agripinaa slavers, Belis Corona story pops. Chaos then Tyranid waves. Finish kicks full swarm.

Invasion Mechanics

One+ system/sector hit. No plan delay/cancel – fight or yield.

Preparation Requirements

Twin-fleet stacks pre-trigger. Spire mobile for missions.

Defense Mission Wave

No-delay defend four systems multi-sector. Win nets:

  • 1 IN fleet
  • 1 AdMech fleet
  • 1 SM fleet

Over cap anyway. Lose = no dice.

Hivemind Ship Final Battle

Smash Hive in Belis Corona SE.

Key Play: Long-range like Vengeance GCs. Psychic waves nuke close – stay max dist, lance/plasma pound.

Post-Tyranid Campaign

Built-up sectors/armadas? Rest’s cake. Cash/plans/fleets crush.

Wipe Orks/Aeldari/Necrons – invasions fade. Chaos lingers.


Fleet Composition Mastery

Fleet composition art

Fleet Composition Details

Understanding Capacity Limits

  • Fleet Capacity max 1000 L13 – permanent slots.
  • Leadership 1650 L15 – deploy limit.

Scale:

  • L1: 400 cap, 600 lead
  • +50 cap/+75 lead per level

Spire’s Mission Armada – Endgame Dominance

Vengeance GC + Exorcist duos rule late.

1000-Point Fleet:

  • 3 Vengeance GC + 1 Exorcist (exact)
  • Alt: 3 Vengeance + Cobra = 1002 (nope)

1500 Deploy:

  • 6 Vengeance (no scout)
  • Scout need (Aeldari/Chaos): 5 Vengeance +1 Exorcist

1575 (L14):

  • 4 Vengeance +2 Exorcist =1504

Exorcist why? Bays screen/scout, macros (9k) Lock-On back Vengeance lances (13.5k)/plasma (18k).

Super BB: L15 (1650): Macragge (736) +3 Vengeance +1 SCIII =1650.

Dual 3V+1E Spires = mission-killers.

Imperial Navy Fleet Builds

Avenger GC Spam

  • 1200: 6
  • 1400: 7
  • 1650: 8

Nebula Lock-On shreds Chaos AI pre-close. Positioning godsends.

Dominator + AdMech Lunar

  • 1 Dom (188) +1 Lunar (210)=398
  • 1000: 5 (1990? Wait, scales up)
  • 1200:6
  • 1400:7
  • 1650:8

1200+ tweak: Swap Lunar for Dictator scouts.

Space Marine Fleet Compositions

SCIII + AdMech Lunar

  • 1 SCIII (188)+Lunar(210)=398
  • Same scale

1200+: Dictator swap for scout.

Pick SCIII. I/II suck cost-wise – III lances rule.

Adeptus Mechanicus Formations

Hybrid: SM SCIII + AdMech Lunars smash.

Pure AdMech:

  • Dual Lunars:
  • 1500:7 (1470, 30 left)
  • Dictator sub for scout.

Armada Philosophy

Two killers beat three meh. Smart fights win with pairs. Tune solo, merge for doom.



Battle Tactics That Actually Win

Battle tactics art

Cruiser Clash Nebula Camping

Cruiser Clash mode only.

Needs:

  • Flag invuln/shield regen
  • Caps (Vengeance/Avenger) in nebula
  • No move-on-attack – hold
  • Broadside enemy path
  • Space to dodge bumps
  • Shield flag front-tank

Run: Foes blind-fire nebula. You delete scouts first – big boys stumble in blind. Regen flag, mulch rest hidden.

Warning: Nebula lightning? Abort – env dmg wrecks.

Fire-Forward Alternative (SM + AdMech)

SCIII/Lunars Fire-Forward Lock-On.

Front lances max dmg head-on. Line up, push, erase at range.


Testing and Optimization

Testing and optimization art

Skirmish Testing Mode

Menu > Battle > Skirmish 1v1 > Custom Classic > AI/faction/points > Go. Default 1200 tests builds safe.

Limit: No 2v2 or >1200 easy. 1v1 1200 works fine.

Campaign Save Discipline

Save every turn. RNG/invasions/mistakes kill – reload.

Keys:

  • Pre-missions
  • Post-upgrades
  • Pre-big fights
  • Post-plans/leaders

Urgency Meter Manipulation

Let it tick while:

  • L3 crit systems
  • Farm invasions
  • Fleet/recruit
  • Stockpile

Finish pre-loss. Prep = overkill force.


Known Issues and Practical Warnings

Known issues art

UI Planet Bonus Bug

Bonuses real, UI lies till fight. Test battles confirm.

Natural Selection Achievement

Bugged grindfest. Skip for clean runs.

Faction-Specific Spawn Threats

System Threat Chance Mitigation
Arilla Bay Imperium Pirates 20%/turn Permanent fleet
Jubal Drukhari Raids 20%/turn Permanent fleet
Reznor Necrons/Tyranids 100% no fleet Presence
Seditious Chaos 100% no fleet Coverage

Garrison cheapos. Capacity hit < invasion hell.

Inquisitor Darkhammer Choice

Ditch him. Same fight/rewards, guy’s a tool.

Fallen Space Marine Event

Aid Fallen = later foe. Ignore = free SM fleet.

Tip: Max SM cap pre-event. Free over-limit extra.


Campaign Execution Summary

  • Imperium winpath:
  • Slow Cadia grabs
  • Delay Rise farming upgrades
  • Snag extra IN pre-end
  • Full sector max pre-push
  • Twin armadas for swarms
  • Long-range Tyranid prep
  • Wipe factions, hold Chaos
  • Sector spam high-levels
  • Overwhelm endgame

Patience + sectors = expo gains. Chinchare Cemetery 160/turn flips production.

Two tuned armadas mulch AI smart. Build sharp, command sharp, own Gothic.

Welcome aboard! I’m Tony Sparrow, and I focus exclusively on warship and naval combat games. Here you’ll find clear, accurate, and up-to-date information on patches, balance changes, events, codes, bonuses, and practical guides—without hype or filler. My goal is simple: save you time and help you get real value in-game by sharing only researched, verified content that actually matters to players.

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