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"Battlefleet Gothic: Armada II" - Chaos Grand 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."

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Chaos Grand Cruisers

Besides the Imperial Navy, the Chaos faction is the only other one in Battlefleet Gothic Armada II, at the time of release anyways, to have a Grand Cruiser class. These ships are essentially specialized mini-battleships, giving you a cheap taste of the larger ships overall toughness and weaponry without the versatility and multipurpose roles that the Battleships tend to provide.

Some interesting points of note on the Chaos versions of the Grand Cruisers, is they all drop the ramming spurs seen on the Imperial side. On top of that, the Repulsive is the only Grand Cruiser in the game to have wide arc front facing turrets and a torpedo tube rack, both things not seen in any of the other Grand Cruiser class ships.

Patch Status: Updated for Current Patch (v.11218) - July 12th, 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 Grand Cruiser Stats

The Chaos Grand Cruisers represent a significant uptick in strength and toughness stats wise from their previous tier, the Battle Cruisers. Second only to Battleships in hit points, shields and so forth, the Grand Cruisers are cheaper substitutes for fleet leading flagships.

Shield: 600
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 160
Rotation Speed: 8
Hull: 2,000
Defense Turrets: 15
Bravery: 0
Boarding Damage: 6-12
+ Causes 6 Assault Actions
Lightning Strike Damage: 3-6
+ Causes 3 Assault Actions
Critical Assault chance: 10%
Defending Troops per Stage: 15

Chaos Grand Cruiser Attributes

There are still no changes in attributes for the Grand Cruiser class of Chaos ships. Unlike the Imperial Grand Cruisers, none of the chaos ships posses any ramming spurs.

  • 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: 231
Raw Total Crit Output: 5.325 critical hits per minute
Raw Total DPS: 31.8
Armament:

  • Torpedo Launcher (6 Tubes)
    Basic Torpedoes (3 Charges)
  • 3 x Double-Barrel Light Lance Turret
    100% Accuracy, Pierces Armor
    270° Front
    Range: 9,000
  • 4 x Mega Heavy Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (2 per side)
    Range: 13,500
battlefleet-gothic-armada-ii-chaos-grand-cruisers-advanced-ship-guide

Taking the highest raw critical hit output and coming just below the top raw dps of the class, the Repulsive is a very affordable, very tanky line ship. The Chaos Grand Cruisers in general tend to have shorter ranges then the other Chaos ships, however this is offset by their toughness granted to this class of ships and in the Repulsive's case, supplemented with a 6 rack torpedo tube and 3 wide arc lance turrets which are even better when found on ships with slower rotation speeds, limiting their need to turn to bring more weapons to bear.

Of the Chaos GCs the Repulsive seems to be the most comfortable with it's armaments in terms of being able to operate well in its optimal range. The Torpedoes are only going to be useful up close and the Macros will benefit from this with better accuracy in favor, punishing the enemy while in range while the Repulsive has enough life and defenses to survive these close ranges brawls for extended duration.

Point Cost: 288
Raw Total Crit Output: 4.8 critical hits per minute
Raw Total DPS: 32
Armament:

  • 4 x Launch Bay
    Swift Death Fighters (3 charges)
    Doomfire Bombers (3 charges)
    Dreadclaw Assault Boat (3 charges)
  • 4 x Merged Macro Battery Weapons
    *Some damage will have 100% accuracy and Armor Piercing.
    90° Broadside (2 per side)
    Range: 9,000
battlefleet-gothic-armada-ii-chaos-grand-cruisers-advanced-ship-guide

When looking at the options you have when it comes to Chaos carriers, it is important to compare the differences between the Styx Battle Cruiser and the Retaliator Grand Cruiser. The Retaliator is only 12 points more, for the same quad launch bay loadout. You get increased toughness, but slower engines, limiting your ability to stay at range. You get better on paper dps and crit chance by almost 4 times over, however you suffer from the broadside split right off the bat, dropping single target damage to only half that, then further limiting output through the more restricted firing arcs and finally at only half the base maximum weapon range.

What this means is, first you'll find yourself having a harder time outputting consistent DPS with the Retaliator's offensive weaponry over the Styx, where the Battle Cruiser can keep up 100% output with little issue. The second major issue is the Retaliator will have to be in the thick of the battle to be fully useful since it can't fly as fast or as far away from it's targets. Now the Retaliator can take a heavier beating than the Styx, but if that beating comes as critical hit's on your launch bays, it is going to suck big time for your deployment abilities.

Considering the expensive costs of these carriers along with their potential usefulness, it's probably going to be important for you focus on one carrier over the other, probably taken as pairs, so that you can organize the rest of your fleet around keeping your carriers alive and performing well for your efforts.

*I am still trying to gather specific details as to how merged macro batteries work. It is clear they split their damage outputs between lances and macro type weapons, with the bonuses lances get still applied somehow, but its still unclear exactly how that breaks down.

Point Cost: 198
Raw Total Crit Output: 6 critical hits per minute
Raw Total DPS: 20
Armament:

  • 4 x Double-Barrel Lance Battery Weapons
    100% Accuracy, Armor Piercing
    90° Broadside (2 per side)
    Range: 9,000
  • 4 x Double Barrel Light Lance Battery Weapons
    100% Accuracy, Armor Piercing
    90° Broadside (2 per side)
    Range: 13,500
battlefleet-gothic-armada-ii-chaos-grand-cruisers-advanced-ship-guide

The Executor, in my personal opinion, only really has it's extraordinarily cheap points cost going for it. It's got terrible weapon ranges for a chaos ship and poor on paper dps, even for a lance carrying vessel, a weapon type common on a lot of more mixed purpose type chaos ships with longer ranges.

While it can be handy to have full lances when you know they will be of benefit, like against a Necron fleet, you can't always predict what you will face and the Executor has poor versatility when compared to the majority of Chaos line ships. Beyond just versatility of the damage it deals at the range it operates at, the fact that this is one of the only ships in the chaos fleet with no wide arc weaponry is also a big downside, especially when the Grand Cruisers take a hit to their engines from the otherwise faster than normal Chaos ships.

I'm not going to say the Executor is outright useless, but it is very limited in its use with a role not in high need within it's faction, given the Chaos' many other options to deal with heavy armor, including their powerful carriers. Just be sure that 197 points can't be better put to use for something else.

Point Cost: 233
Raw Total Crit Output: 6.83 critical hits per minute
Raw Total DPS: 34.3
Armament:

  • 1 x Triple Barrel Heavy Macro Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front
    Range: 18,000
  • 1 x Double-Barrel Lance Turret
    100% Accuracy, Armor Piercing
    270° Front
    Range: 18,000
  • 4 x Double-Barrel Lance Battery Weapons
    100% Accuracy, Armor Piercing
    90° Broadside (2 per side)
    Range: 13,500
  • 4 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Broadside (2 per side)
    Range: 13,500
battlefleet-gothic-armada-ii-chaos-grand-cruisers-advanced-ship-guide

The Hellfire is the largest of the new ships added in the Chaos Campaign expansion for BFG Armada II. Coming in on the cheaper side of things points wise, the Hellfire packs a wealthy amount of DPS and CPM in its mixed lance/macro armament, along with a couple of powerful turrets for frontal wide arc protection. It definitely seems worth considering the Hellfire as a go to choice for affordable, durable damage dealing at range.

Changelog

  • 7/12/2020 - Updated stats and descriptions for patch 11218.
    + Added Hellfire ship to guide.

© 2019 SOE

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