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"Battlefleet Gothic: Armada II" - Chaos Cruisers [Advanced Ship Guide]

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"Spilling forth from the eye of terror to help you get better at games to impress your Daemon Lords."

battlefleet-gothic-armada-ii-chaos-cruisers-advanced-ship-guide

Chaos Cruisers

The Chaos have a decent selection of Line ships all the way through, with the most choices being in the Cruiser category, with 4 vessels to choose between. Within the Cruisers of Chaos you will find a mix of lances macros and launch bays, having options ranging between a lance based carrier, a 50/50 lance macro mix dps factory and a couple all/mostly macro options.

Still continuing the theme of the snipers, the lightly armored Chaos ships typically come with extended range weapons that can deal serious damage to enemies way outside of their identification range, even when they bring spotters.

Patch Status: Updated for Current Patch (v.11218) - July 8th, 2020

Chaos Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Terms Used

This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:

DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.

Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers. (all guns combined)

Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.

Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.

Chaos Cruiser Stats

Being one of the original main factions in the game, the Chaos were meant as a sort of counter baseline to what the Imperials offer, in that the Chaos stats don't get crazy but as mentioned elsewhere, are tweaked for faster engines, weaker armor and longer ranged damage. Beyond that most of the stats are pretty standard.

It's worth mentioning that the cruisers actually have decent boarding capabilities. You still want to stay out of boarding range if you can help it, but when you cant stop the enemy from rushing you, you might as well send some troops over to say hi.

Shield: 400
Armor:
-
67 Front: Carnage, Murder, Devastation, Slaughter
- 83 Front: Emasculator Only
- 67 Sides & Rear: All Ships
Identification Range: 9,000
Speed:
-
200: Carnage, Murder, Devastation, Emasculator
- 240: Slaughter
Rotation Speed: 8
Hull: 1,600
Defense Turrets: 12
Bravery: 0
Boarding Damage: 4-8
+ Causes 4 Assault Actions
Lightning Strike Damage: 2-4
+ Causes 2 Assault Actions
Critical Assault chance: 10%
Defending Troops per Stage: 12

Chaos Cruiser Attributes

Nothing too interesting to manage here. The Cruisers do get an additional +1 troop damage to their bonus chance roll, but 10% is pretty low to begin with so it's not a big improvement. The base damage stats are more significant.

  • Plasma Reactor: Gives access to Chaos maneuvers.
  • Dedicated: No bravery bonus or penalty.
  • Average Troop Efficiency: Deals 1-2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.

Point Cost: 187
Raw Total Crit Output: 4.8 critical hits per minute
Raw Total DPS: 27
Armament:

  • 1 x Triple Barrel Light Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
  • 4 x Merged Macro Battery Weapons
    Lance + Macro Weapons
    90° Broadside (2 per side)
    Range: 9,000
  • 1 x Triple Barrel Missile Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
battlefleet-gothic-armada-ii-chaos-cruisers-advanced-ship-guide

The Slaughter takes a glass cannon approach for the Cruiser group of ships in the Chaos armada. While it doesn't lose any of the pretty decent base stats it comes with, the fact that it's weapons are short range compared to other Chaos ships of both its size and smaller and it doesn't get any extra armor or defensive stats to compensate for the fact it has to operate in a range that is not preferable for its faction. What does help is its faster than normal engines, at 240 whereas the rest of the Chaos Cruisers travel at 200 units.

The in-game stats are not good about making this clear, but merged macro batteries are actual Macros and Lances together in the same weapons bay. Now this is interesting because the weapon stats make no mention of this and there is no mention of the 100% accuracy or armor piercing, but using them in-game seems to show the 100% accuracy bonus does apply to the lances, however it is difficult to tell if it pierces armor, I would expect it does.

As far as I can tell Its impossible to currently tell how much damage and crit chance of the bay is coming from the lances and how the damage dealt is divided up between the macros and lances. If anyone has any further info on this, your comments would be greatly appreciated.

Update (July 8th 2020): So from further investigation and the help of a commenter "Mike-A", I have a pretty solid idea that the Merged Macro is essentially half of a Heavy Macro Battery and Half of a Double Barrel Heavy Lance Battery, but only displays the Macros' stats in the in-game card. I have updated the weapon table to represent this but would appreciate any corrections here if I am off in my calculations.

Point Cost: 174
Raw Total Crit Output: 3.6 critical hits per minute
Raw Total DPS: 24
Armament:

  • 1 x Triple Barrel Heavy Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 18,000
  • 2 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (1 per side)
    Range: 13,500
  • 2 x Heavy Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (1 per side)
    Range: 18,000
  • 1 x Triple Barrel Super Heavy Missile Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 18,000
battlefleet-gothic-armada-ii-chaos-cruisers-advanced-ship-guide

The Carnage grabs the spot for highest raw dps and crit output in the Cruiser class of ships for the Chaos armada. Since it uses entirely macro based weapons, you might want to consider lock on orders for accuracy and crit and keeping in mind that if you try to bring a Carnage to a fight with a heavily armored enemy you can't flank, you are going to take a sever hit to your actual applied damage, especially if you try to stay at long ranges.

Most of the Cruisers, along with the Carnage, keep one or a pair of these strong macro turrets fitted atop the hulls, providing a nice chunk of dps in a 270 degree wide arc. This is something the Chaos definitely have an upper hand on over the Imperium, since they don't get wide-front turrets on their large line ships until Battle Cruisers.

Point Cost: 168
Raw Total Crit Output: 3.9 critical hits per minute
Raw Total DPS: 23
Armament:

  • 1 x Double-Barrel Heavy Lance Artillery
    100% Accuracy, Pierces Armor
    90° Front
    Range: 18,000
  • 4 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (2 per side)
    Range: 13,500
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Of the Chaos Cruisers, the Murder is a little frustrating because it is the only Cruiser that can't focus all of it's weapon systems on a single target at once, with it's prow mounted lance having the limited 90 degree arc that keeps it from overlapping with the Macros. This isn't a nail in the coffin of the Murder's usefulness by any means, as this is something you have to deal with other ships in other factions, it just serves as a drawback when compared of other ships of it's class.

If you really need lances, I would recommend the Devastation, since it does the same lance damage and crits out of each of it's broadsides simultaneously, while bringing squadrons and two wide arc turrets that can supplement the lances, even if their lack of armor penetration means they're losing most of their damage. You can also try the Slaughter with it's merged Macro/Lance Batteries but you're rolling the dice a bit since it's difficult to tell how much damage is coming from the lances vs the macros with that ship (see above).

The main benefit to taking the Murder that I can point out, is that it comes close to the Carnage's damage output, ties it's crit ouput and brings at least some lances whereas the Slaughter has none, and the lack of wide arc turrets reduces the cost of the Murder to the cheapest price point of 173, though it's only 5 points cheaper than a possibly better Slaughter.

Point Cost: 178
Raw Total Crit Output: 2.4 critical hits per minute
Raw Total DPS: 11
Armament:

  • 1 x Triple Barrel Light Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
  • 2 x Launch Bays
    Swift Death Fighters (3 charges)
    Doomfire Bombers (3 charges)
    Dreadclaw Assault Boat (3 charges)
  • 2 x Double-Barrel Heavy Lance Battery Weapons
    100% Accuracy, Pierces Armor
    90° Broadside (1 per side)
    Range: 18,000
  • 1 x Triple Barrel Missile Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
battlefleet-gothic-armada-ii-chaos-cruisers-advanced-ship-guide

Without being able to calculate the Slaughter's lance to macro proportions as has been mentioned a few times already in the article, the Devastation takes the spot for your "lances plz" Cruiser while also bringing launch bays for squadrons, which if you aren't aware, Bombers can penetrate armor with their attacks too, complimenting your lances as long as you can get another carrier to deploy interceptors or otherwise find a way of guaranteeing their safety to their target.

Without the benefit of reload orders affecting your lances, keep this ship in lock on orders to give its macros greater range so it can engage with it's full compliment at 13,500.

Point Cost: 177
Raw Total Crit Output: 3.9 critical hits per minute
Raw Total DPS: 21
Armament:

  • 1 x Triple Barrel Light Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
  • 2 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (2 per side)
    Range: 13,500
  • 2 x Double-Barrel Lance Battery Weapons
    100% Accuracy, Pierces Armor
    90° Broadside (1 per side)
    Range: 9,000
  • 1 x Triple Barrel Missile Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 9,000
battlefleet-gothic-armada-ii-chaos-cruisers-advanced-ship-guide

The Emasculator is the new Cruiser for the Chaos Navy, released with the Chaos Campaign expansion, designed to fill out the role of a straightforward, all standard weapons Cruiser that does an even mix of Macro and Lance based attacks. Weapons wise, it's really not that different from the Slaughter, just instead of having the merged weapon bays, they are distinct and separate, which seems to somehow drop it's overall damage output somewhat. In addition, not having the merged weapon bays, while making things easier to read stat wise due to the way info is displayed in-game, you lose some redundancy with the Emsaculator compared to the Slaughter, since destruction of a weapon bay here means losing all Lances or Macros on one side of the ship, as opposed to the loss being an even split with the merged bays.

On the plus side, the Emasculator is the only Chaos Cruiser with a heavy armored prom section, granting any hits that come from the front a better damage reduction. This comes at the cost of engine speed however, and might not be as useful of a trade-off to most people, since Chaos ships like to spend most of their time making circling broadside attacks at long ranges, and not presenting their front armor.

Changelog

  • 7/8/2020 - Updated stats and descriptions for patch 11218.
    + Added Emasculator ship to guide.

© 2019 SOE

Comments

Mike-A on February 10, 2019:

Reload does not buff reload rate on lances, something worth noting as Chaos field alot of the dps in lance fire. The merged batteries at least in the first game (and testing against a static target) means fielding 1 macro battery and 1 lance battery per side, this should mean 1 lance and 3 macro per battery.

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