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.
Cadian Sector – Where Imperium Power Begins
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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
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.















