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

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Tau Merchant Fleet Light Cruisers

The Tau Merchant Light Cruisers begin to show the factions preference for broadside weaponry and split firing firing arcs over the Protector's coaxial turrets and frontal focused combined fire. For their price cost, you end up getting overall more damage potential because of the fact that their single target damage suffers as a result, still ending up cheaper than their Protector counterparts.

Other important features of the Merchant fleet are a higher hull hit point pool than normal, balanced out by slower than normal engines for their size, actually coming out to be some of the slowest line ships in the game. Finally they have the weakest assault actions possible and no ability to lightning strike, making this a faction you really want to avoid up close fights with.

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 Light Cruiser Ships Stats

As mentioned in the intro, the Tau Merchant Light Cruisers sit on the high end of hit points for their class, matching other vessels like the Imperial Navy in toughness, however lacking their armor. Also the engines on these vessels are painfully slow, but both of these factors combined with their cheap point costs make the Merchants a faction of numerous tank, slow, ranged vessels.

Shield: 200
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 130
Rotation Speed: 12
Hull: 1,200
Defense Turrets: 9
Bravery: -25
Boarding Damage: 2
+ Causes 2 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage:
-
7: Il'Fannor Ke'lShan
- 9: Il'Fannor Dal'Yth

Tau Merchant Fleet Light Cruiser Attributes

Ability wise the Merchants are a direct downgrade form the Protectors, losing out on troop damage, critical chance, still not having lightning strike but finally, losing the Warfare bonuses one can choose from at the beginning of the match.

  • 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: 124*
*60 Without Orca Points Costs
+2 Orcas = 64 points of Gravitic Hook Ships
Raw Total Crit Output: 2.19 critical hits per minute
Raw Total DPS: 14.5

Armament:

  • 2 x Railgun Artillery
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
  • 2 x Gravitic Hook - Orca
    Each Gravitic Hook brings an additional Orca escort ship.
  • 2 x Double-Barrel Railgun Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front Arc
    Range: 9,000
  • 2 x Heavy Railgun Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per broadside)
    Range: 13,500
battlefleet-gothic-armada-ii-tau-merchant-light-cruisers-advanced-ship-guide

The Ke'lShan is an incredibly cheap Light Cruiser when you account for the pair of Orcas it brings into the battle, worth 64 points, bringing the base cost of the ship to only 60 points, a cost comparable to the escorts of some factions, like the Aeldari.

Compared to it's sister Light Cruiser, the Dal'Yth, there isn't much of a reduction in terms of DPS, but there is a big chunk of CPM difference between the two. If you add the DPs brought by the two Orcas, the combined total of price you pay for is 17 DPS and 2.86 critical hits per minute.

It's worht pointing out, even though their numbers come clost to each other, the Ke'lShan deals all of its damage with macro based weaponry while the Dal'Yth has a nice portion dealt in lances, thus giving it a better outcome in practical DPS and CPM.

Point Cost: 90
Raw Total Crit Output: 3.15 critical hits per minute
Raw Total DPS: 16.5

Armament:

  • 2 x Ion Cannon Artillery
    100% Accuracy, Armor Piercing
    90° Front Arc
    Range: 9,000
  • 2 x Double-Barrel Railgun Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front Arc
    Range: 9,000
  • 2 x Light Ion Cannon Battery Weapons
    100% Accuracy, Armor Piercing
    90° Side Arc (1 per broadside)
    Range: 9,000
  • 2 x Heavy Railgun Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per broadside)
    Range: 13,500
battlefleet-gothic-armada-ii-tau-merchant-light-cruisers-advanced-ship-guide

The Dal'Yth is the cheaper of the two Light Cruisers as far as up-front cost goes, but actually costs 30 points more than it's companion when you take into the account the points cost of the Orcas, as mentioned above. Overall the two vessels are comparable, the Dal'Yth being more your preference if you need to bring more lances to the fight in order to combat heavy armor or issues hitting small and fast enemies.

Changelog

7/13/2020 - Updated for patch 11218.

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