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![[Post New]](/s/i/i.gif) 2011/07/17 19:04:34
Subject: Starting BFG.... need help
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Junior Officer with Laspistol
Perth/Glasgow
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I'm going to start playing BFG, but I need to decide what fleet I want to use adn how it should be structured.
I like the look of 'crons and nids but alwasy have a soft spot for humanity and like the idea of sending waves of torpedoes to deal with the enemy.
also a quick rules question. Whats the Defense value on the Gunery Chart?
Thanks in advance Dakka
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/07/17 20:40:13
Subject: Starting BFG.... need help
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Lurking Gaunt
Chicagoland, IL, USA
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Defence value is for Defences (like gun platform planet defences) and things that didn't move.
What other fleets are you interested in? Space Marines are great, Imperial Navy, Admech.
I have and love Necrons and Nids too. What do you like about BFG? Torpedoes? Massive gun batteries? Bombers? Boarding? Claws and tentacles? Quick ships? Escorts? Heavy armor?
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![[Post New]](/s/i/i.gif) 2011/07/17 21:26:55
Subject: Starting BFG.... need help
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Junior Officer with Laspistol
Perth/Glasgow
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I really like the look and feel of Imperial ships but like Necrons and their style of play and Nids look cool and Orks I could really have some fun with (+3 to boarding actions anyone?) But for firing at a Ship is their rwmaing Hits their defnse or is it that + turrets?
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This message was edited 1 time. Last update was at 2011/07/17 21:28:37
Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/07/17 23:39:26
Subject: Starting BFG.... need help
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Lurking Gaunt
Chicagoland, IL, USA
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No, reread the WB rules again. It's very different than what you are saying. I'm hoping to start a marine fleet soon.
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![[Post New]](/s/i/i.gif) 2011/07/18 01:41:59
Subject: Starting BFG.... need help
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Longtime Dakkanaut
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The defenses column is used for any model that moves less than 5 cm per turn. This includes orbital platforms by default, but if any ship chooses or is forced to move that slowly, it will also count as defenses. That column can also be entered if you are shooting at a closing capital ship at ranges <15 cm.
Shooting ( with weapons batteries anyway) is resolved by looking up the appropriate value on the gunnery table; this is the # of D6 you roll. Then, compare your rolls to the target's armor value. Any dice that equal or exceed that value are hits. These hits are allocated to the shields first, and then the hull.
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![[Post New]](/s/i/i.gif) 2011/07/19 03:16:12
Subject: Starting BFG.... need help
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Fighter Pilot
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^ This. And welcome to Battlefleet Gothic!
If I had any advice, I'd chose your fleet just like you would a 40k army. How does it look? How does it play? How is it fluff wise? These 3 questions would really help you pick the fleet.
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"Whatever happens, you will not be missed."
Guard Tank Company: 3k
PHR for DZC: 4k |
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![[Post New]](/s/i/i.gif) 2011/08/11 08:22:03
Subject: Starting BFG.... need help
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Gore-Soaked Lunatic Witchhunter
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The game was designed with the Imperial Navy and Chaos in mind, so most other fleets aren't going to have the design versatility and plastic miniatures these two get.
Imperial Navy: You're going to be slow, short-ranged, and have access to a brutal amount of ordnance. They've got 6+ prow armor to let them survive slogging into range with longer-ranged foes and unleash lots of firepower.
Chaos: Much more maneuverable and longer-ranged on the direct-fire weapons, but they don't have access to the Imperials' wealth of ordnance or the Nova Cannon and aren't as durable. Expect to be using superior speed to run around the enemy's flanks a lot.
Orks: They're pretty tough, but random-strength weapons batteries put them up to the whims of the dice gods rather more than most forces.
Eldar: Their rules are designed in such a way that they have precisely one trick: move out from behind asteroid field, shoot, move back behind asteroid field. They tend to get boring quickly, but the fan-made MMS rules do let them operate more like a normal fleet.
Space Marines: On their own they're going to be outgunned and outmaneuvered, they should really be used as a compliment to an Imperial Navy force.
Dark Eldar: Don't.
Necrons: They have a somewhat deserved reputation as an overpowered list, expect to run into people who decide you're a munchkin for running Necrons and refuse to play you.
Tau: The Tau are a bit of an odd duck, their ships are about equivalent to Imperial ships for toughness but have pretty bad firepower and much lower cost, so you're going to be running a pretty large fleet of ships that can take a punch but can't dish one out.
Tyranids: They've got an exceedingly large number of complex special rules as compared to everyone else, they take some practice to use effectively.
As a new player I'd start out with either Imperial Navy or Chaos; Eldar, Tau, and Orks are alternatives if you think you can handle a more advanced starter position.
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![[Post New]](/s/i/i.gif) 2011/08/11 08:51:49
Subject: Starting BFG.... need help
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Fighter Ace
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Hi,
could not let slip this one, triggered!
The game was designed with the Imperial Navy and Chaos in mind, so most other fleets aren't going to have the design versatility and plastic miniatures these two get.
However Tyranids, Orks and Dark Eldar are well known for their easy kitbash/scratchbuild/conversion fleets.
Imperial Navy: You're going to be slow, short-ranged, and have access to a brutal amount of ordnance. They've got 6+ prow armor to let them survive slogging into range with longer-ranged foes and unleash lots of firepower.
Imperial Battlecruisers & battleships are long ranged. Light cruisers and escorts quick and manoeuvrable. Nova Cannons with extreme long range. Lots of torpedoes. Fleet with lots of options.
Chaos: Much more maneuverable and longer-ranged on the direct-fire weapons, but they don't have access to the Imperials' wealth of ordnance or the Nova Cannon and aren't as durable. Expect to be using superior speed to run around the enemy's flanks a lot.
Wrong, the Imperial Navy is slower but more manoeuvrable then Chaos! Chaos has more/cheaper acces to attack craft but few torpedoes then the IN. Good starter fleet due good ships & guns.
Orks: They're pretty tough, but random-strength weapons batteries put them up to the whims of the dice gods rather more than most forces.
As a pity Orks need to rely on a heavy core of Terror Kroozers to be effective.
Eldar: Their rules are designed in such a way that they have precisely one trick: move out from behind asteroid field, shoot, move back behind asteroid field. They tend to get boring quickly, but the fan-made MMS rules do let them operate more like a normal fleet.
You are cool as you mention MMS
Craftworld Eldar = cruisers as mainstay, best looking fleet in the game imo.
Corsair Eldar = escorts as mainstay
Space Marines: On their own they're going to be outgunned and outmaneuvered, they should really be used as a compliment to an Imperial Navy force.
Marines excel at boarding and hit & run. Fast fleet. Make sure to use FAQ2010/draft Marines to make them balanced.
Dark Eldar: Don't.
Why? One-trick pony but very effective and deadly.
Necrons: They have a somewhat deserved reputation as an overpowered list, expect to run into people who decide you're a munchkin for running Necrons and refuse to play you.
Fast tough and guns. Victory Point table is what kills them.
Tau: The Tau are a bit of an odd duck, their ships are about equivalent to Imperial ships for toughness but have pretty bad firepower and much lower cost, so you're going to be running a pretty large fleet of ships that can take a punch but can't dish one out.
Tau Armada ( GW) : heavy ordnance. Explorer/Hero/Orca build is one of the strongest fleets in the game.
Tau CPF (Forgeworld) : make sure to use draft2010!! (The FW rules ain't bad but not innovative). Fleet has more speed & guns, less attack craft. Good turn rates.Needs some tactical skills but cool fleet.
Tyranids: They've got an exceedingly large number of complex special rules as compared to everyone else, they take some practice to use effectively.
Correct. Slow but though. Don't let them touch you.
Starter fleets:
1st.Imperial Navy, Chaos
2nd. Tau Armada, Space Marines (draft2010), Orks
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![[Post New]](/s/i/i.gif) 2011/08/12 12:56:22
Subject: Starting BFG.... need help
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Junior Officer with Laspistol
Perth/Glasgow
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I do like the aesthetic and some ships of Chaos but Orks do look hilarious to play. A combination of masses of Brutes and Terror Kroozers can be kinda silly
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/08/13 13:25:15
Subject: Re:Starting BFG.... need help
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Orks are hilarious and can be quite powerful.
Roks have to be one of the most undercosted ships in BFG, especially when used in large numbers. My space marines got rolled so hard it wasn't funny. I had over 100 torpedos coming my way.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/08/13 13:54:58
Subject: Starting BFG.... need help
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Longtime Dakkanaut
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Yeah, I've never faced Roks personally, but I can't imagine that would have been fun. The Hulk + Roks list is difficult to beat from what I've heard.
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![[Post New]](/s/i/i.gif) 2011/08/13 13:58:01
Subject: Re:Starting BFG.... need help
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Space Hulks are mean, but slow. Torpedos can do damage to them from a safe distance.
Keep in mind that the BFG rules were actually designed for games around the 3k point level and higher. smaller games work well too, but some of the more expensive ships can become way OP.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/08/13 14:36:53
Subject: Re:Starting BFG.... need help
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Junior Officer with Laspistol
Perth/Glasgow
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for the Ork list can I use the one in Fanatic #5?
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/08/13 15:23:21
Subject: Re:Starting BFG.... need help
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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If your opponents cool with it.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/08/13 21:03:37
Subject: Re:Starting BFG.... need help
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Fighter Ace
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Grey Templar wrote:
Keep in mind that the BFG rules were actually designed for games around the 3k point level and higher. smaller games work well too, but some of the more expensive ships can become way OP.
That's incorrect in my opinion. I think BFG is designed around the 1500pts mark to operate at the best level for all fleets.
There is no single ship overpowered in the game.
Orks Roks have torps but they're slow, ponderous and count as a defence on the gunnery table.
2 Space Marine escorts (Hunters, Firestorm RSV etc) are same point cost and can make toast of Roks. But, anyway, use faq2010 marines to bring them on overal balance with the rest.
Fanatic list 5, can't remember. Check the newer one from the compendium/faq2010.
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![[Post New]](/s/i/i.gif) 2011/08/14 02:24:15
Subject: Re:Starting BFG.... need help
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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horizon wrote:There is no single ship overpowered in the game.
you have obviously NEVER seen what a Tombship can do.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/08/14 05:18:16
Subject: Starting BFG.... need help
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Fighter Ace
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Oh, I read enough about it, yes. It is a strong ship but I expect nothing more nothing less from a ship costing 500pts. I am waiting for the day to engage it.
Destroying that thing will give you some 1000 victory points.
I mean, what is thy plan in a 1500pts battle vs a Tombship?
Yes, attack it with weapon batteries first.
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![[Post New]](/s/i/i.gif) 2011/08/14 08:26:44
Subject: Starting BFG.... need help
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Boom! Leman Russ Commander
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Well basically if you have enough lances in your fleet necrons can't laugh them off so easily.
Unless they brace for impact gaining a 2+ save !!
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This message was edited 1 time. Last update was at 2011/08/14 08:27:58
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![[Post New]](/s/i/i.gif) 2011/08/14 11:22:13
Subject: Starting BFG.... need help
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Fighter Ace
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It won't matter for the Tombship, the effect of hitting one on brace or not is the same.
Plus you must fire weapon batteries first! Psychological.
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![[Post New]](/s/i/i.gif) 2011/08/14 14:14:08
Subject: Re:Starting BFG.... need help
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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the issue with the Tomb Ship is that is can come in, do a ton of damage, and then disengage. it always does more damage then half its points and the Necron player will NEVER let it be reduced to a hulk(which is required to get all the bonus points)
The Necrons can also escape quite easily with their All Ahead Full.
or they All Ahead Full into the rear arcs of your ships, meaning you will get little to no meaningful vollies, and then get the first salvo off.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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