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"Battlefleet Gothic: Armada II" - Tau Merchant Battleships [Advanced Ship Guide]

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Tau Merchant Fleet Cruisers

The final tier of Tau Merchant vessels come packed with Launch Bays, Grav Hooks and surprisingly a large amount of turrets and weapon load-outs that can focus all the fire to their fronts, despite their appearances that suggest broadside engagements. As is often the case with ships that have all their firepower capable of focusing on a single target, they tend to have slightly lower dps/cpm numbers than comparable ships of other factions, or even relatively speaking to the lighter ships of their own faction, that split their weaponry into separate distinct arcs.

One very unique feature of the Tau Merchant fleet comes with their Bor'Kan Battleship which is the only true ship (besides the station like Roks) to feature torpedo tubes that are mounted to the sides of the vessel as opposed to on the prow. This unique mounting is possible thanks to the homing nature of the Seeker Missiles, giving the Bor'Kan a bit of a "cool factor" as it releases swarms of heavy missiles that curve around it's hull before flying full speed towards the enemy in an 8 wide, defense turret overwhelming salvo.

Patch Status: Updated for Current Patch (v.11218) - July 13th, 2020

Tau Merchant Fleets Guide Navigation

*Nicassar, Kroot and Demiurg ships have their own section to reduce redundancy across Merchant/Protector fleet guides.

- 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.

Tau Merchant Fleet Battleships Stats

The Battleships go back down to the slower engine speed of 130, losing the boost gained in the Cruiser class. As mentioned below as well, they also drop the heavy prow armor, lose a bit more rear armor, and have rather paltry shields for ships of their size.

Shield: 200
Armor: 67 (Front & Sides), 50 (Rear)
Identification Range: 9,000
Speed: 130
Rotation Speed: 12
Hull: 2,400
Defense Turrets: 18
Bravery: -25
Boarding Damage: 6
+ Causes 6 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage: 14

Tau Merchant Fleet Battleships Attributes

Unfortunately the Adaptive Deflectors don't carry on over into the Battleship class, these vessels going back to the boring base set of abilities standard of the Merchant vessels. One big plus is the lack of Low Maneuverability, commonly found on Battleship class vessels that prevents them from using the High Energy Turn.

  • Gravitic Drive Propulsion: Grants Tau maneuvers.
  • Independent: -25 Bravery penalty.
  • No Lightning Strike
  • Poor Troop Efficiency: Deals 1 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.

Point Cost: 282*
*186 Without Orca Points Costs
+3 Orcas = 96 points of Gravitic Hook Ships
Raw Total Crit Output: 2.25* critical hits per minute
Raw Total DPS: 15*
*Does not count Launch Bays

Armament:

  • 6 x Railgun Artillery
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
  • 4 x Launch Bays
    Barracuda Fighters (4 charges)
    Manta Bombers (4 charges)
  • 3 x Gravitic Hook - Orca
    Each Gravitic Hook brings an additional Orca escort ship.
  • 3 x Double-Barrel Super Heavy Railgun Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front Arc
    Range: 9,000
battlefleet-gothic-armada-ii-tau-merchant-battleships-advanced-ship-guide

The one efficient use of Launch Bays for the Tau Merchant fleet, costing 73.5 points per Launch Bay from the base cost, 49.5 points if you account for the base cost of the Vash'Ya before the Orcas are added in. The only other places you'll find Launch Bays will generally cost you around 100 points per bay so there's really not much of a contest for second place, as they are all equally inefficient compared to the Vash'Ya.

Beyond this bit about the Launch Bays, for reasons further elaborated on below, if you don't have a significant need for deploying squadrons, the Bor'Kan is a vastly superior Battleship for the cost.

Point Cost: 252*
*156 Without Orca Points Costs
+3 Orcas = 96 points of Gravitic Hook Ships
Raw Total Crit Output: 2.925* critical hits per minute
Raw Total DPS: 13.5*
*Does not count Launch Bays or Seeker Missiles

Armament:

  • 6 x Ion Cannon Artillery
    100% Accuracy, Armor Piercing
    90° Front Arc
    Range: 9,000
  • 2 x Launch Bays
    Barracuda Fighters (4 charges)
    Manta Bombers (4 charges)
  • 2 x Missile Launcher (4 Tubes / 8 total)
    Seeker Homing Torpedoes (4 Charges)
    *Fires out left & right sides
  • 3 x Gravitic Hook - Orca
    Each Gravitic Hook brings an additional Orca escort ship.
  • 3 x Double-Barrel Super Heavy Railgun Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front Arc
    Range: 9,000
battlefleet-gothic-armada-ii-tau-merchant-battleships-advanced-ship-guide

Not counting the Launch Bays the Bor'Kan is by far the better of the two Battleships, with equal dps and a much higher cpm, the Bor'Kan manages this while keeping half of the damage output in lance based weaponry, something the Vash'Ya doesn't have. 6 dps and 1.8 cpm from lances alone, this is a pretty high number for lance based damage across factions as even ships that tend to have twice the numbers the Bor'Kan puts out, do so with the vast majority of that in macros.

The other major thing to highlight with the Bor'Kan is that it is the only ship in the game, besides the Ork Roks which are kind of a special case, that has torpedo tubes, or the faction equivalent Seeker Missiles, mounted on the sides rather than the prow. This works due to the fact that the homing nature of the Seeking Missiles allows them to curl around the sides of the Battleship to turn towards a target that may be in front or even to one or the other side or even behind the Bor'Kan.

Keep in mind, the Seeker Missiles still need a fair amount of space on both sides of the Bor'Kan to clear the bays and make their turns, so don't forget this fact when launching your missiles, lest you accidentally broadside your own ships.

Changelog

7/13/2020 - Updated for patch 11218.

© 2019 SOE

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