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"Battlefleet Gothic: Armada II" - Adeptus Astartes Cruisers [Advanced Ship Guide]

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Adeptus Astartes Cruisers

The cruisers of the Adeptus Astartes are the largest ships in their lineup until you get to their very expensive Battleship class ships, as there are no Battle Cruiser or Grand Cruiser ships for the Space Marines. The Cruisers are good at remaining affordable with a higher hitpoint pool than the Light Cruisers, still slightly lower than typical, but no increase to shield hit points.

Choice wise, the Cruisers focus less on deploying squadrons as a constant, instead giving a decent mix of options of launchers/torpedoes/all weapons focused variants. Thanks to the Strike Cruisers higher than normal speeds, they have a helping hand in getting into boarding range where they really shine with their heavily damaging troop attacks.

Patch Status: Updated for Patch 7 (v.11218) - July 12th, 2020

Adeptus Astartes Guide Navigation

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Shared Stats

The Adeptus Astartes Cruisers, like all their larger ships outside of escorts, are really just minor variations of a single hull, and as such, share the same stats across the board. One point of note on the Cruisers in general however, besides the typical lower hull point total and higher armor of the Space Marine vessels, is their shield point total doesn't increase over the Light Cruiser and Escorts minimal 200 shield point rating. Shield's aren't really the Adeptus Astartes selling point anyways, but this should be considered when picking fleet upgrades/skills or just in general.

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 100

Armor (Front): 83

Speed: 200

Troops: 16

Armor (Sides): 83

Rotation: 8

Troop Damage: 2-3

Armor (Rear): 83

Defense Turrets: 12

Assault Crit Chance: 60%

Hull: 1,200

Lightning Strike Actions: 2

Boarding Actions: 4

Shared Attributes & Special Skills

The Strike Cruisers, as mentioned in the stats section, are just variants of the same hull and as such, share the same attributes as well.

  • Plasma Reactor: Gives access to Astartes maneuvers.
  • And They Shall Know No Fear: Immune to morale loss.
  • Exceptional Troop Efficiency: Assault actions deal 2-3 troop damage.
  • Surgical Strike: 60% chance to deal +1 troop damage per assault action applied.
  • Honor The Chapter: Special Astartes ability that launches 2 assault actions on a ship within 4,500 units. Can penetrate shields. Does not share cool-down with other assault actions.
Point Cost: 224Raw DPM: 660Raw CPM: 2.1

Strike Cruiser MK.I: Weapons

  • [1] Heavy Launch Bay*
    Starhawk Interceptor (3 Uses)
    Thunderhawk Bomber (3 Uses)
    Thunderhawk Assault (3 Uses)
    *Counts as 2 regular bays.
  • [2] Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 8 | Reload: 8s | Crit: 2%

    *1 per Broadside
  • [1] Bombardment Cannon Turret
    Efficient Accuracy - 270° Front - Range: 9k
    Shots: 1 | Damage: 45 | Reload: 15s | Crit: 22.5%
    Armor Piercing (-25%) | Improved Crits (+100%)

The Strike Cruiser Mk.I shares the same on paper dps and crit chance with the MK.II variant thanks to the similar weaponry outside the Launch bay or in the MK.IIs case, the torpedo launchers. The MK.I isn't much of an improvement weapnry wise over the Vanguard Light Cruisers, specifically the MK.II, since it only carries two launch bays, the same as all the Space Marine Light Cruisers and has a significantly higher points cost.

The benefit to paying that extra price does come in the form of significantly stronger assault actions which are nothing to disregard, and a significantly higher hull point total that makes the Strike Cruiser MK.I much more survivable.

In my personal preference, I would rather leave the squadron deploying to Light Cruisers or Battle Barges while filling out my need for full sized cruisers with the other two variants that offer some more significant upgrades over the Light Cruisers at a cheaper cost.

Point Cost: 194Raw DPM: 660Raw CPM: 2.1

Strike Cruiser MK.II: Weapons

  • [6] Torpedo Launcher *Special Weapon
    Basic (3 Uses) | Boarding (3 Uses)
  • [2] Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 8 | Reload: 8s | Crit: 2%
    *1 per Broadside
  • [1] Bombardment Cannon Turret
    Efficient Accuracy - 270° Front - Range: 9k
    Shots: 1 | Damage: 45 | Reload: 15s | Crit: 22.5%
    Armor Piercing (-25%) | Improved Crits (+100%)

The Strike Cruiser MK.II carries the same macro weaponry as the other vessels of it's weight class, and sharing the same on paper dps and crit output as the MK.I due to the lack of extra direct fire weapons on that vessel.

Where the MK.II really offers it's selling point is its cheap cost, just barely above the Light Cruisers, while possessing stronger assault actions, stronger DPS and a 6 wide torpedo tube over the Vanguard MK.I's 4 wide set.

Taking multiple MK.II Strike Cruisers means a really bad time for your enemies if you can be on top of your torpedo use and boarding actions, unless they happen to have fighters to spam for days, which still won't last forever when you begin deploying your own fighter cover, or move in close with your defense turrets to assist.

Point Cost: 188Raw DPM: 900Raw CPM: 3.3

Strike Cruiser MK.III: Weapons

  • [2] Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 8 | Reload: 8s | Crit: 2%
    *1 per Broadside
  • [1] Bombardment Cannon Turret
    Efficient Accuracy - 270° Front - Range: 9k
    Shots: 1 | Damage: 45 | Reload: 15s | Crit: 22.5%
    Armor Piercing (-25%) | Improved Crits (+100%)
  • [1] Heavy Lance Artillery
    Perfect Accuracy - 90° Front - Range: 13,500
    Shots: 1 | Damage: 32 | Reload: 8s | Crit: 16%

    Armor Piercing (-25%)

The Strike Cruiser MK.III is the first and only line ship in the Adeptus Astartes' fleet that carries no special weapons at all, putting all its weight into direct fire weapons. Compared to the other Strike Cruiser variants, the weapons are pretty similar with the exception of the Heavy Lance replacing either the launch bay or torpedo tubes.

Because of this focus on regular weapons, the MK.II has the highest on paper dps and crit ouput comparable to other ships of other factions in the same point cost/weight class. Lances are also pretty rare on Space Marine vessels, so this is a good option if you need to take a few.

Changelog

  • 7/29/2020 - Weapon Tables 2.0
  • 7/12/2020 - Updated for patch 11218.

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