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The Lone Badger
Sep 24, 2007

Aumanor posted:

Have you considered seeing a specialist about your ramming addiction?

Like, an ork or something?

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Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Ramming speed is the only correct speed :colbert:

Shoeless
Sep 2, 2011

Ciaphas posted:

Ramming speed is the only correct speed :colbert:

I dunno, "fast enough to avoid your ram" is pretty drat nice.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Ciaphas posted:

Ramming speed is the only correct speed :colbert:

Until you burn out your engines, overloading them constantly like that and you get shot to pieces/are a sitting duck.

theblastizard
Nov 5, 2009

Bloodly posted:

Until you burn out your engines, overloading them constantly like that and you get shot to pieces/are a sitting duck.

Just replace the useless guns with spare engines

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The end of Chapter 1, plus an overview of the Ork fleet. The Orkz are the best and most fun fleet in the game, and nobody can convince me otherwise.

Chronische
Aug 7, 2012

HerpicleOmnicron5 posted:

The end of Chapter 1, plus an overview of the Ork fleet. The Orkz are the best and most fun fleet in the game, and nobody can convince me otherwise.

That's a really funny way of spelling Mechanicus.

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
Is there an actual Mechanicus fleet in the game?

radintorov
Feb 18, 2011

Arashiofordo3 posted:

Is there an actual Mechanicus fleet in the game?
Not at the moment, but you can get the Mechanicus favour on your ships, which gives them an additional active skill and upgrade slots if I'm not misremembering.

akulanization
Dec 21, 2013

HerpicleOmnicron5 posted:

The end of Chapter 1, plus an overview of the Ork fleet. The Orkz are the best and most fun fleet in the game, and nobody can convince me otherwise.

It seems like putting autorepair on for the convoy ships might not be useful since the AI doesn't save it to fight fires.

Veloxyll
May 3, 2011

Fuck you say?!

akulanization posted:

It seems like putting autorepair on for the convoy ships might not be useful since the AI doesn't save it to fight fires.

That does seem to be the best time to press auto-repair. Rip that freighter.
Da Boyz iz gettin right proppa fitey though.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Chapter 2, Part 1, wherein (I think?) the last type of mission is revealed.

Chronische posted:

That's a really funny way of spelling Mechanicus.

How do the Mechanicus work in the boardgame? They don't have an actual fleet in Armada, hence why the Orks are the best.

E: Video now actually up.

HerpicleOmnicron5 fucked around with this message at 22:38 on Feb 27, 2017

my dad
Oct 17, 2012

this shall be humorous
Video unavailable.

my dad
Oct 17, 2012

this shall be humorous
I've seen people launch fighters as the first thing they do in the fight, long before they get close to the enemy, and then put the bombers on autocast. The timing works out in that they take out the first wave of enemy ordnance at just about the time the bombers are ready to launch.

my dad fucked around with this message at 00:14 on Feb 28, 2017

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


my dad posted:

I've seen people launch fighters as the first thing they do in the fight, long before they get close to the enemy, and then put the bombers on autocast. The timing works out in that they take out the first wave of enemy ordnance at just about the time the bombers are ready to launch.

Thats a strategy I played around with when I played multiplayer, and ultimately I found that fighters are only really that good against Chaos since they tend to employ the most bombers/assault boats from the get go, and even then you have to know you're up against that. I maintain that bombers/assault boats first is the best play, but not switching earlier was a mistake.

radintorov
Feb 18, 2011

my dad posted:

I've seen people launch fighters as the first thing they do in the fight, long before they get close to the enemy, and then put the bombers on autocast. The timing works out in that they take out the first wave of enemy ordnance at just about the time the bombers are ready to launch.
It's what I always do when I play simply because fighters will stay in the air until they do their attacks or are shot down. They will also stick around when Bombers/Assault Shuttles are launched.
By launching them at the start, the launch bays will pretty much always be off of cooldown by the time they can be used offensively and in the meantime I have a spare fighter screen to provide cover against any bomber or torpedo attack that might threaten the ship.
The only reason one might want to avoid using them at the start is if you want to keep that specific capital ship hidden against a human player since they can be spotted even if the carrier ship is still unidentified.

White Coke
May 29, 2015

HerpicleOmnicron5 posted:

How do the Mechanicus work in the boardgame?

They're a variant of standard Imperial fleets. Their ships get a bunch of extra weapon options and bonus systems. They're also more expensive and are worse at assaults.

Veloxyll
May 3, 2011

Fuck you say?!

HerpicleOmnicron5 posted:

Thats a strategy I played around with when I played multiplayer, and ultimately I found that fighters are only really that good against Chaos since they tend to employ the most bombers/assault boats from the get go, and even then you have to know you're up against that. I maintain that bombers/assault boats first is the best play, but not switching earlier was a mistake.

The peril in Multiplayer is it also reveals which ship your carrier is. RIP White Base.
Or: Herp loses another ship to fires.

warhammer651
Jul 21, 2012

HerpicleOmnicron5 posted:

Chapter 2, Part 1, wherein (I think?) the last type of mission is revealed.


How do the Mechanicus work in the boardgame? They don't have an actual fleet in Armada, hence why the Orks are the best.

E: Video now actually up.

All ships get additional turrets and a dorsal long range lance. All ships, cruiser and above, can replace Torpedoes with Nova cannons. All ships roll on a chart for additional, mechanicus-exclusive upgrades that include long range turrets, double hits from lances, and hilariously accurate broadsides.

All of their ships are also 10% more expensive, and they don't really have many carrier vessels. Their most affordable one is a light cruiser with 2 launch bays and no other guns.

Cathode Raymond
Dec 30, 2015

My antenna is telling me that you're probably wrong about this.
Soiled Meat

warhammer651 posted:

All ships get additional turrets and a dorsal long range lance. All ships, cruiser and above, can replace Torpedoes with Nova cannons. All ships roll on a chart for additional, mechanicus-exclusive upgrades that include long range turrets, double hits from lances, and hilariously accurate broadsides.

All of their ships are also 10% more expensive, and they don't really have many carrier vessels. Their most affordable one is a light cruiser with 2 launch bays and no other guns.

That sounds like a really easy expansion that might be kind of fun.

A Tyranids expansion sounds more fun, but like someone pointed out it's a lot of extra and different art assets and a lot of extra scripting to make their fleet work in a way that feels authentic.

Shoeless
Sep 2, 2011
Why do you bother moving your transports up with your main fleet? It seems like it just gets them in range of the enemy quicker. Seems like it would be better to just keep the transports back in the starting area then move your fleet up to deal with the enemy forces that are closest, then once they're defeated send the transports over unopposed. Even if the enemy ships just try to break through your lines to get at the transports, if they're back at the starting area the enemy has more ground to cover before they get to them than if they have moved up with the fleet.

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.

HerpicleOmnicron5 posted:

Chapter 2, Part 1, wherein (I think?) the last type of mission is revealed.

Dangit Herp, you lost White Base because
A. it was the closest ship to the rest of the enemy fleet so they zoned in on it and you didn't retreat it to the allied Imperials for cover and
B. when you said you were going to get it out of the fight via ramming, you rammed straight into another enemy cruiser's broadside arc.

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver
It may be worth noting that this game is 50% off on Steam until Friday. Currently costs :20bux:

Shoeless
Sep 2, 2011

JT Jag posted:

It may be worth noting that this game is 50% off on Steam until Friday. Currently costs :20bux:

I caved and bought it. I can confirm my patented "keep cargo ships back, send line ships up to murder the enemy as they come" strategy works nine times out of ten. The tenth time, the enemy's random deployment puts enough stuff on the side I deploy on to effectively break through before I can destroy them all and they manage to kill the convoy force.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Chapter 2, Part 2 and another fight against Orks.

This is the part of the game that's toughest on the Imperial side in my past experience, while we have great variety in cruisers I still think the Orks are better until we hit Battlecruisers and Battleships. In that top weight class the lack of Ork speed really gets to them.

JohnOfOrdo3
Nov 7, 2011

My other car is an asteroid
:black101:
Yeah the orks really hosed me up a lot in this part. I started to save scum to keep fighting them to improve. It's the sheer amount of their health and cruiser numbers they can put out compared to you which is the problem. They're just a solid wall of pain I've so far not really found a decent way to counter them other than out ramming them. Although that is touch and go at best. Anyone got any advice?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The way to go with them is to kite them and fight at a distance. This makes Chaos or Eldar the best counter to Orks, since Chaos are fast and strong, Eldar are just fast and pricks. The issue is that kiting them with Imperial ships is A: hard to do and B: not fun. Carriers are nice against Orks too.

Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
It's interesting seeing how quickly theses loses start to snowball. And how Kunning the Orks were in that fight. They got right in and focused fired two of your ships, while one was off dealing with an escort, all the while keeping a whole fresh cruiser back to roll in. If that was a human player I'd applaud their tactics. But when it's the AI it just feels like it's being a dick.

Broken Box
Jan 29, 2009

Bombers keep tearing you up, it looks like you need more fighter support against these jerks.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Chapter 2, Part 3. In which we bring more fighter support against these jerks.

radintorov
Feb 18, 2011
And once again you did not launch a fighter screen at the start. :v:
Thankfully between the torpedoes causing the station to launch its own fighters (with subsequent cooldown) and Captain Abrigal attracting its attention, you only had to deal with one bomber wave that you countered effectively.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Hooray! A win finally.

BUt yes, I could suspect that captain ripntear would rush ahead and get himself killed.

Samovar
Jun 4, 2011

When I want to relax, I read an essay by Engels. When I want something more serious, I read Corto Maltese.
That ending cutscene was a tad surreal.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Chapter 2, Part 4, wherein we take the fight to the Orks. Again. Will it go better? Maybe

paragon1
Nov 22, 2010

FULL COMMUNISM NOW
So no one in the Imperium actually understands how to build these ships and their means of construction is basically preserved by centuries of inertia and habit, right?

Call it the Force of Habit[, or maybe Cultural Muscle Memory

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

paragon1 posted:

So no one in the Imperium actually understands how to build these ships and their means of construction is basically preserved by centuries of inertia and habit, right?

Kind of; the higher-ups in the Mechanicus do have a solid grasp of science (albeit still couched in religious dogma), but lower-ranking Techpriests and the like do handle their duties by rote, and whatever guidance their scripture provides them. Thankfully, as been said before, Mechanicus religious texts are basically user manuals written in bad Latin and just by following their holy books a bunch of Techpriests can accomplish a great deal.

Also, simply being creative or inquisitive enough to want to find alternative solutions to things, without the kind of mental control decades (or even centuries) of devotion and experience bring, is just inviting demons to walk into your mind.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

paragon1 posted:

So no one in the Imperium actually understands how to build these ships and their means of construction is basically preserved by centuries of inertia and habit, right?

Not quite. The AdMech, by and large, genuinely are competent engineers who understand very well what they're doing. They don't like to share the good stuff with the rest of the Imperium to preserve their own power and security, and they are intensely conservative regarding new technology, but they're not morons for the most part.

Skippy Granola
Sep 3, 2011

It's not what it looks like.

paragon1 posted:

Call it the Force of Habit

The John Frum

my dad
Oct 17, 2012

this shall be humorous

Cythereal posted:

but they're not morons for the most part.

*places a giant, ridicuolusly obvious mousetrap with a piece of necron tech on the trigger in front of a techpriest*

...

*clang*

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CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Cythereal did say 'for the most part' :v:

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