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post #1 of 8 (permalink) Old 06-22-10, 04:12 PM Thread Starter
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Default New to Battlefleet Gothic, help needed

having had a game or two of Battle Fleet Gothic over the weekend, I am keen to get myself a small 1k Ad Mech based fleet as i love their models.

the problem is i could do with some help with a couple of questions from those that have experience with the game

my first question is that i have read the ad mech article on the BFG resources section of the GW site, and i cannot see any rules which relate to the Ad Mech Cruiser and Light Cruiser, only for the Battleship. there is however reference to other 'Imperial' class ships - am i supposed to use the Ad Mech ship models as 'counts as' versions of those listed?

assuming thats the case, i had intended on taking in my 1k list 3 Falchion escorts, 3 cobra escorts, possibly a defiant light cruiser or one of the regular cruisers and the Ark Mechanicus.

how does that sound? would that work ok?
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post #2 of 8 (permalink) Old 06-23-10, 02:43 PM
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hi,

there are rules for am ships apart from the arc mechanicus. they are simply the normal navy ships, with an additional spinal lance (very cool), improved moral value, decreased boarding capabilities and acces to the am refit table.

i will check again later if i can find it and point it out precisely to you.

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post #3 of 8 (permalink) Old 06-23-10, 03:16 PM
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found it.

to sum it up:

1. am vessels conduct hit and run attacks normally. boardings + hit and runs AGAINST am vessels may reroll result once. second roll stands.

2. may not use boarding torpedos or assault boats.

3. all am vessels increase turret value by 1

4. every am vessels (excluding light cruisers) has an extra 60cm left/front/right dorsal lance

5. light cruisers Endeavor and Endurance may replace torpedos for 30cm dorsal lance left/front/right at no cost

7. all cruiser with prow armour value 6+ may replace their torpedos with nova cannons for +20pts, retibution class battleships may do this for +10pts

8. all 30cm weapon batteries in your fleet may be increased to 45cm for +10pts per battery pair

9. all am vessels armed with torpedos may use refitted torpedos from the armada rulebook. battleship +30pts, cruisers +20pts, light cruisers +10pts

10. am vessels may take ld tests to fire upon own hulked vessels to prevent the loss of precious tech to the enemy

11. every am vessel makes a roll on the omnissiahs gift table:

1 Emergency Energy Reserves: When crippled, the ship
only reduces turrets, shielding and weapons by 25%
rather than 50%. The vessel still counts as crippled in
every other respect.

2 Advanced Engines: The ship gains +5cm speed, as well
as +1D6 when on All Ahead Full special orders.

3 Repulsor Shielding: Ignore all negative effects of having
a blast marker or gas clouds in contact with the ship's
base as it applies to leadership, movement and
repairing critical damage. This effect goes away if the
ship suffers “Shields Collapsed” critical damage.

4 Fleet Defense Turrets: Up to two turrets on the ship are
exchanged for fleet defense turrets capable of
protecting itself or any one other vessel within 15cm
each ordnance phase, adding +2 to the turret strength
of the ship it is defending (this does not alter bomber
attack rolls when used to defend another vessel). These
otherwise work exactly as normal turrets do in all other
respects.

5 Gyro-stabilized Targeting Matrix: Ship weapons are
reduced to 75% instead of 50% when on All Ahead Full,
Come To New Heading or Burn Retros special orders.
Nova Cannon still cannot fire.

6 Augmented Weapon Relays: Weapon batteries shift left
on the gunnery table before all other modifiers are
applied. Lance hits count double on rolls of a 6.

reroll any non apllicable refit

12. am fleets may not use heavy/battle cruisers

13. leadership: 1= Ld 7. 2-3= Ld 8. 4-6= Ld 9.

14. quest for knowledge.. even more additional stuff.. i won't copy it here. it's too much.

so these buggers are pretty powerful.

you can find it all in the (and costs for the ships)
Vessels of Mars: Ships of the Adeptus Mechanicus file, where the arc is also described

--> http://www.games-workshop.com/MEDIA_...ps_of_Mars.pdf

so long.

cheers

There is no such thing as too many tanks.

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my tutorial for making rivets:
https://www.heresy-online.net/forums/...110#post445110

Last edited by Graf Spee; 06-23-10 at 03:19 PM.
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post #4 of 8 (permalink) Old 06-23-10, 09:16 PM Thread Starter
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many thanks for your help there!

i've also realised from that link that i need more cruisers andd light cruisers before i can take a battleship so i'm rethinking the list a bit.

thank you!
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post #5 of 8 (permalink) Old 06-23-10, 10:26 PM
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no problem at all,

concerning your list. i would go for two light cruisers. one difiant and one endeavour, (maybe replacing the the torps for lances), to have some ordnance cover. one gothic class cruiser with extra dorsal lance to pack some real punch (hopefully with augmented weapon relays). exchange two turrrets for fleet defense turrets here. at last of course the arc mechanicus and two squads of escorts (preferably torpedo runners..). i know it sounds pretty low on ordnance, but with the increased turret value and fleet defense turrets you should be able to counter most attacks of that sort and play your strength towards actual firepower.

btw, a whole am fleet looks so cool on the battlefield.. and they're quite a match for anyone..

There is no such thing as too many tanks.

Support NetEpic GOLD at the EPICentre.

my tutorial for making rivets:
https://www.heresy-online.net/forums/...110#post445110
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post #6 of 8 (permalink) Old 06-24-10, 11:34 AM Thread Starter
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i'm quite glad that you suggested the light cruisers that you did as i had chosen the defiant anyway, but i was trying to decide between the endeavour and the endurance.

shall write something up this evening and post it up

thanks again
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post #7 of 8 (permalink) Old 06-24-10, 06:00 PM Thread Starter
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i've scaled it down to a 750 points list until i get used to the rules, so this is the list at the moment:

Quote:
750 Pts - Adeptus Mechanicus Fleet

Squadron (2#, 60 pts)
2 Cobra @ 60 pts (Leadership x7; Torpedo Tubes; Weapon Batteries)
0 Torpedo Tubes
0 Weapon Batteries

Squadron (3#, 90 pts)
3 Cobra @ 90 pts (Leadership x7; Torpedo Tubes; Weapon Batteries)
0 Torpedo Tubes
0 Weapon Batteries

Squadron (3#, 105 pts)
3 Falchion @ 105 pts (Leadership x7; Torpedo Tubes; Weapon Batteries)
0 Torpedo Tubes
0 Weapon Batteries

Squadron (1#, 140 pts)
1 Defiant @ 140 pts (Launch Bay; Launch Bay; Leadership x7; Prow Lance)
0 Launch Bays (Bomber; Fighter)
0 Bomber
0 Fighter/Boat
0 Launch Bays (Bomber; Fighter)
0 Bomber
0 Fighter/Boat
0 Lance

Squadron (1#, 135 pts)
1 Endurance @ 135 pts (Lance; Leadership x7; Port Lance; Starboard Lance; Weapon Batteries)
0 Lance
0 Port Lance
0 Starboard Lance
0 Weapon Batteries

Squadron (1#, 215 pts)
1 Gothic @ 215 pts (Dorsal Lance; Leadership x7; Port Lance; Port Lance; Torpedo Tubes)
0 Lance
0 Port Lance
0 Starboard Lance
0 Torpedo Tubes

Validation Report:
Scenario: Standard Game
Fleet satisfies all enforced validation rules

Total Fleet Cost: 745

Created with Army Builder® - Try it for free at http://www.wolflair.com
hows that look?
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post #8 of 8 (permalink) Old 07-05-10, 08:47 AM
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Unless playing a campaign you roll for your ld every game and seems solid enough.

Last edited by Wolf_Lord_Skoll; 07-07-10 at 01:58 AM.
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