Tips
Beginner
- Even if you lose a battle, you'll earn some renown and admiral experience.
- Assassination targets are always admiral ships.
- Data to be secured always originates from an admiral ship.
- Lances, Pulsars and Zzap always hit and ignore most of the armour.
- Losing a ship is expensive. Don't hesitate to disengage through a Warp Jump.
- Repairs of destroyed and heavily damaged ships can be hastened using renown.
- A ship lost in the warp isn't available for a given duration.
- Imperium and Chaos fleets are perfect for beginners.
- Level up your admiral to unlock more powerful ships for your fleet.
- Leveling up your captains unlocks more upgrade slots for his ship.
- Every ship has defence turrets that have a chance to destroy enemy torpedoes, attack craft and assault boats.
- Don't hesitate to specialise your ships in precise roles via skills and upgrades.
- Special Orders are strong, temporary buffs to fit various situations.
- "Recharge!" is a Special Order that reduces cooldowns and replenishes the combustion gauge.
- "Lock On!" is a Special Order that enhances both precision and critical chances.
- "Brace for Impact" impairs enemy precision and hardens the ship's armour.
- "Running Silent" conceals your ship's presence to long range scanners for sneak attacks.
- Imperium and Chaos fleets are perfect for beginners.
- Escort Ships' speed and low cost makes them fit for recon duty or for softening the enemy for Line Ships.
- Escort ships are clean losses: you can always take some in your fleets and they don't need repairs.
- The behaviour panel has an auto-targeting system you can set up. Use it if micro managing your fleet is too difficult.
- A Right-Click on a skill sets it on Auto Launch. It will be used automatically under specific conditions.
- In single player, press [SpaceBar] to slow down the game. It'll give you time to think, plan and order your ships.
- Click on an enemy ship to set its priority value. Priority 1 will be targeted first, priority 4 will be left for last.
- Access the more detailed version of certain tooltips and in-game infos by pressing ALT.
- ALT can be used ingame to see the sizes and effects of Gas and Asteroid fields.
- Armour gives you a chance to cancel damage by blocking hits.
- Use [SpaceBar] to slow down time in order to manage your fleet more efficiently.
Advanced
- Execute an insubordinate captain to prevent his ship from disengaging.
- Low hull and ship losses may trigger insubordination.
- Speed and movements are vital for an Eldar fleet.
- Ork ships are really weak from afar. The closer they get, the better.
- Some skills work well in synergy. Try to use Taunt and Supercharged Void Shields!
- Critical damage cripple ships by disabling essential parts.
- Critical damage may trigger fires, which cause huge hull damage over time.
- Emergency repairs not only regenerate hull points, they also put out fires.
- Ramming lighter ships is a proven and efficient tactic.
- Bomber squads and Torpedoes bypass shields, which make them useful against ships with strong shields.
- Environmental elements can be used to gain the edge over enemies.
- Every 100 hull points lost, a ship loses a defence turret, weakening it even more.
- Some missions are easier with specific deployments. Try to split up your transport ships to increase their survival.
- Bombs are dangerous, but visible and easily avoidable if you use manoeuvres to escape their range of action.
- Set your ship's automatic behaviour to make better use of its weapons and capacities.
- Micro-managing your fleet's moves and targeting to react to the enemy greatly improves its efficiency.
- Emergency repairs not only regenerate hull points, they also put out fires.
- Ships don't have weapons in the back, so be careful not to get surrounded.
- Using special manoeuvres reveals your ship… Use it to lure enemy into a trap!
- If you upgrade your weapon systems, don't forget to set the fighting behaviour accordingly to get the best out of your ships.
- Using the behaviour panel, you can decide which side to show the enemy. If your weapons are disabled starboard, show them your port weaponry.
- Imperium ships are designed to face heavy enemy fire right before unleashing their side weaponry. As such, their frontal armour is thicker.
- Orks'…peculiar ship designs tend to leave thinner armour at the rear.
- If your weaponry is stronger in the front, or you've lost your Broadside weaponry, configure the ship's behaviour to favour front-facing combat.
- Clicking on an enemy ship allows you to select the subsystem to focus fire on. Focusing fire on a subsystem increases the chances of critical damage.
Expert
- Ramming, All Ahead Full and Brace for Impact are a deadly combo.
- As they lack shields and are more prone to critical damage, Eldar are weak to Lightning strikes.
- Ork torpedoes might not be what they seem: they also use them as boarding devices!
- Micro warp jumps work with augur probes and recon beacons.
- Although tricky, it is possible to intercept enemy fire in order to protect valuable ships.
- Escort ships tactical value shouldn't be overlooked, even in high level games.
- Eldar are immune to solar flares, making them deadlier when this event takes place.
- Boarding successes cancel warp jumps and often condemn ships to destruction.
- There's always room for improvements! Most capacities are skillshots: Easy to use, hard to master!
- Enemy ordnances, such as torpedoes, bombers and boats can be stopped by fighter squadrons.
- Bombs work well together. Initiate with a Phase bomb, suppress shields with a Disruption Bomb, and wreak havoc with the Plasma Bomb.
- A blind enemy is an easy prey. Trying to combine the Running Silent order with the augur disruptor.
- Do not underestimate your crew's Navigator. He might not be useful in combat, but being able to retreat without penalties is a precious advantage.
- Eldar rely on engines but are vulnerable to critical damage. To compensate, they have three different engines, each assuming a third of its power.
- Be keen against Orks. Unlike others, they do not have different ship models of each classes, but they are all customisable and different.
- Chaos favours are visible on theirs ships. Use them to guess the ships roles and counter them efficiently
- The Saviour pod upgrade is best used on ships with dangerous but vital roles.
- Boarding successes cancel warp jumps and often condemn ships to destruction.
- Sometimes, it's better to let the enemy flee to focus quicker on another target. Destruction is a means, not an end.
- A ship without weapons isn't totally useless. It can retreat to avoid destruction, but you can also use it as a shield… Or as a Ram.
- Squadrons are weak on defence turrets. Therefore, prefer isolated targets with a clear access path rather than ships packed together.
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