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Battlefleet Gothic: Armada Game Guide by gamepressure.com

Battlefleet Gothic: Armada Game Guide

Table of Contents

Combat | General tips Battlefleet Gothic: Armada Guide

Last update: 11 May 2016

1. If you select a number of ships that haven't been assigned to a group, one of them will be a leading ship. Issuing a special order to a selection of ships that aren't a group will result in only the leading ship executing that order.

2. Remember that the torpedoes are always launched from the bow of the ship. Use them with caution since they can damage friendly ships as well.

3. Don't never ever overheat your engines. It's better to take more time traveling than to find your ship stuck among enemies.

4. You should issue orders in the tactical mode - you'll have more time to think them through.

5. Avoid clustering small units in one place. A big ship ramming into such a group can destroy all those ships in one fell swoop.

6. An exploding ship can damage nearby units.

7. There are physics here; ramming with a ship with boosters on will deal more damage than without the boosters.

8. If a ship is about to explode, its health bar will disappear two seconds before the explosion - try to run away in this time.

9. Use boarding action on smaller ships. Fire onboard deals pretty big damage.

10. In data extraction missions, focus your fire on enemy ships' generators - it will prevent them from retrieving back the data you've just stolen.

11. After identifying a hostile unit, you should indicate which part of it should be attacked in the first order.

12. Destroying weapons of a well-equipped unit may take a long time. Pay attention to a number of turrets the enemy has.

After hovering your mouse over a weapons icon, its range will be displayed for a given ship. - Combat - General tips - Battlefleet Gothic: Armada - Game Guide and Walkthrough
After hovering your mouse over a weapon's icon, its range will be displayed for a given ship.

13. You will first encounter smaller ships, focus your fire on them before big units arrive.

14. Initiation of ships should be based on their stats.

15. Use gas clouds to regenerate your shields and hull integrity.

16. Remember that using the booster will give the enemies a clear indication of your ship on their radars.

17. Make sure you know the range of each available ability. Some of them are useless if you are inside the initiation range.

18. Beware of traps and stasis bombs. After detecting one, it's best to turn on the tactical mode, turn around and go out of its range using boosters.

19. If you see you're going to lose, try to save as many units as you can to avoid big repair costs.

20. Remember that a ship needs a 15 second warm-up period before making a warp jump.

21. If an information about insubordination of one of your captains shows up, you have to execute him asap.

22. You can try to prevent an enemy ship from making a warp jump. It makes sure that the ship will stay on the battlefield, and you can the award for destroying it.

23. After making the emergency jump, there is a chance that the ship will get lost in space, and won't be available for the next mission.

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