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"Battlefleet Gothic: Armada II" – Imperial Navy Light Cruisers [Advanced Ship Guide]

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"Returned from being lost in the warp for an eon to help you get better at games to impress your Emperor."

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Imperial Navy Light Cruisers

The Light Cruiser class of ships serves as the Imperial Navy's first foray into large ships of the line, bristling with multiple weapons systems and broadside weapon bays. The two Dauntless variant ships serve as the real meat and potatoes of this class, as they are the most versatile, capable and have the best point cost in terms of what you get in return. The other three Light Cruisers are slightly slower, matching speeds with the larger cruiser ships and lack the heavy prow armor that comes with both Dauntless vessels.

Possessing half the hull points of full-size Battleships, Light Cruisers represent a cheap way of filling out your Navy with more ships for point capping, adding extra meat shield, or just adding more damage output as their armaments are quite formidable.

The Light Cruisers of the Imperial Navy in Battlefleet Gothic Armada II are mostly the same as far as their stats go with two small exceptions. The Dauntless' are slightly higher performing than the other three, with a faster speed that matches the frigate escorts and heavy armor (83%) on the prow of their ships.

Patch Status: Updated for Patch 7 (v.11218) – July 6th, 2020

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Shared Attributes

All five of the Light Cruisers share the same four attributes with no exceptions.

  • Plasma Reactor: Gives access to Imperial maneuvers.
  • Dedicated: The ship isn't submitted to any basic bravery bonus or penalty.
  • Average Troop Efficiency: Deals 1–2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage for each assault action applied.

Dauntless: Stats

Point Cost: 120Raw DPM: 1,020Raw CPM: 3.0
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 83

Speed: 200

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Dauntless: Weapons

  • [1] Heavy Lance Artillery
    Perfect Accuracy - 90° Front - Range: 9,000
    Shots: 1 | Damage: 24 | Reload: 8s | Crit: 12%

    Armor Piercing (-25%)
  • [2] Double-Barrel Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 2 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Light Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 6 | Damage: 7 | Reload: 9s | Crit: 1.75%

    *1 per Broadside

The Dauntless is the raw DPS powerhouse of the Light Cruiser category of the Imperial armada, being the best option for consistent damage output and critical hit dealing without having to worry about using torpedoes or squadrons. The base version of the Dauntless is well suited for hunting smaller faster ships, since the lance will guarantee you powerful hits while the Light macro turrets and batteries, have high rounds-per-minute to better apply consistent damage and a dependable chance of criticals on otherwise hard to hit targets like escorts and Eldar.

Of the Light cruisers, the Dauntless and its Mk.II variant are really the best bang for the buck points-wise, as due to reasons that carry over from the tabletop days, their base points cost is lower considering the value of its weapons and stats, then the other three Light Cruisers.

Overall the Dauntless is a low-maintenance, dependable go-to for filling up your fleet with fast and cheap, yet efficient line ships. If you choose to go light on escorts, the Dauntless can serve as a much stronger point capping vessel, much more capable of fending for themselves.

Finally, the Dauntless' base version is the only Light Cruiser in the Imperial Navy to not use any charge-based weaponry like Torpedoes or Hangars, weapons that require manual use and can run out before the battle is over. Because of this, the Dauntless has the best long term value in a fight, doing consistent damage throughout as long as its weapons stay online and in range.

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Dauntless MK.II: Stats

Point Cost: 126Raw DPM: 840Raw CPM: 1.8
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 83

Speed: 200

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Dauntless MK.II: Weapons

  • [4] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Melta (2 Uses)
  • [2] Double-Barrel Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 2 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Light Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 6 | Damage: 7 | Reload: 9s | Crit: 1.75%

    *1 per Broadside

The Dauntless Mk.II takes the efficient affordability and high damage output of the base variant, drops the lance and replaces it with a four-tube torpedo launcher. Having four tubes allows at least some of the salvo to have a higher chance of breaking through limited turret and fighter defenses. This is far better than the Endeavour and Defiance, which only have 2 tubes to fire from, severely limiting their effectiveness. Those two extra torpedoes often make a big difference when you normally lose one or two even when firing at close range.

The main reason to pick the Dauntless MK.II is if you are looking for a durable yet cheap ship to hunt larger vessels like Cruisers and Battlecruisers, though you'd want this ship part of a group to remain effective, while the base version is more suited to hunting other light cruisers or escorts that would be otherwise hard to nail and a waste of a charge with torpedo spreads.