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

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"Called back from the far flung reaches of space by the Magos of Mars to help you get better at games to impress your Omnissiah."

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Adeptus Mechanicus Cruisers

Finally the Adeptus Mechanicus start actually upgrading their ships over the base variants once we get to full Cruiser sized vessels. If you really want to feel the uniqueness of a Mechanicus army, Cruisers are going to be your go to as they all come equipped with Nova Cannons as standard, a massive upgrade over the Spurs that most of these cannons replaced on the base models. On top of that, they even have better normal weaponry, more or less matching in terms of batteries, but mounting a single lance turret with a 270 degree arc atop the ships, adding just a bit extra damage and crit output.

Because of these significant upgrades, mostly the Nova Cannons really, the Cruisers of the Adeptus Mechanicus set themselves apart from the other bootleg versions by actually costing more and generally being better than their base versions, all favoring longer ranges. If you really want to get the most out of these Nova Cannons, make sure to take the Mechanicus' faction special abilities that supplement them from the fleet menu.

Update: Since Patch 2 (2/26/19), the Nova Cannons have been upgraded to the Mechanicus special, Grav Cannon variants. This does not change the model, name or the base shot, but it does add a secondary Nova Cannon charge that can be used to create a gravity well effect, that deals no damage but slows down enemy ships by 75%, functioning similar to a stasis bomb you can fire.

Patch Status: Updated for Patch 7 (v.11218) – July 13th, 2020

Adeptus Mechanicus Guide Navigation

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Shared Stats

The Mechanicus ships as you can tell, still suck with assault actions. If you've noticed, you're carriers have a way of reminding you of this by not even bothering to carry assault craft. At least once we get to full size Cruisers we get back to the normal heavily armored prow of the regular Imperial Navy ships.

- HIT POINTS -- SYSTEMS -- CREW -

Shield: 400

ID Range: 9,000

Bravery: -25

Armor (Front): 83

Speed: 160

Troops: 10

Armor (Sides): 67

Rotation: 8

Troop Damage: 1

Armor (Rear): 67

Defense Turrets: 15

Assault Crit Chance: 10%

Hull: 1,600

L-Strike Actions: 2

Boarding Actions: 4

Shared Attributes

The Cruisers of the Adeptus Mechanicus all share the same attributes without any exception, consistent with the other size groups.

  • Plasma Reactor: Gives access Mechanicus maneuvers.
  • Independent: -25 to bravery penalty.
  • Poor Troop Efficiency: Deals 1 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action applied.
Point Cost: 214Raw DPM: 945Raw CPM: 4.725

Gothic: Weapons

  • [1] Nova Cannon *Special Weapon
    AOE Damage (3 Uses) | AOE Slow (3 Uses)
  • [4] Lance Battery Weapons
    Perfect Accuracy - 90° Sides* - Range: 9,000
    Shots: 2 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)
    *2 per Broadside
  • [1] Lance Turret
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)

The Mechanicus variant off the Gothic costs 60 points more than its original for the addition of that sweet Grav Nova Cannon, the Lance Turret and the Ad Mech's far superior lance weaponry. This makes the Mech Gothic a significantly better long range sniping vessel, very well suited to the Adeptus Mechanicus' favored play styles.

The loss of the torpedoes takes a damage potential hit, slightly, but the Nova Cannon is far more useful and Torpedoes for the Mechanicus are garbage anyways, considering the lack of secondary charges and the risk of getting close enough to be boarded or assaulted while trying to make the run.

Like with the original Gothic, it is worth mentioning that while this ship has the lowest on paper dps and second lowest crit output (which is still pretty high) the lack of any accuracy based weapons and the fact that all the lances pierce armor, droping it by 25%, and you have a pretty decent vessel at your disposal.

See Also: Imperial Navy Gothic

Point Cost: 210Raw DPM: 1,365Raw CPM: 4.725

Lunar: Weapons

  • [1] Nova Cannon *Special Weapon
    AOE Damage (3 Uses) | AOE Slow (3 Uses)
  • [2] Lance Battery Weapons
    Perfect Accuracy - 90° Sides* - Range: 9,000
    Shots: 2 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)
    *1 per Broadside
  • [2] Macro Battery Weapons
    Exceptional Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside
  • [1] Lance Turret
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)

The Lunar costs an additional 50 points over its base variant in order for it to, like the Gothic, replace its spur and torpedoes with that 270 degree lance turret and the Grav Nova Cannon special weapon. Striping those items from the cruisers and giving them the Nova Cannon basically makes all the Adeptus Mechanicus cruisers suited for long range engagement over close range.

See Also: Imperial Navy Lunar

Point Cost: 216Raw DPM: 1,665Raw CPM: 4.425

Tyrant: Weapons

  • [1] Nova Cannon *Special Weapon
    AOE Damage (3 Uses) | AOE Slow (3 Uses)
  • [2] Plasma Macro Battery Weapons
    Exceptional Accuracy - 90° Sides* - Range: 18,000
    Shots: 4 | Damage: 18 | Reload: 12s | Crit: 4.5%
    *1 per Broadside
  • [2] Macro Battery Weapons
    Exceptional Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside
  • [1] Lance Turret
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)

Holding the highest on paper dps along with the longest average range of weapons, while only costing 45 points more than its original, the Mechanicus Tyrant is another great long range/sniping vessel. You will most of the time want to run this ship with lock on orders, to get your Macros closer to the range of the Plasmas while improving the accuracy of both, important for maintaining that impressive dps over long distances, not to mention striping all the subsystems off your targets.

Remember, Plasma weapons are exceptionally bright and draw the attention of enemy human players, something the AI is likely to be un-phased by. This can give away snipers more quickly, or be used as a tactic to lead the enemy where you want them to be.

See Also: Imperial Navy Tyrant

Point Cost: 215Raw DPM: 945Raw CPM: 2.625

Dictator: Weapons

  • [1] Nova Cannon *Special Weapon
    AOE Damage (3 Uses) | AOE Slow (3 Uses)
  • [2] Launch Bays *Special Weapon
    Interceptors (3 Uses) | Bombers (3 Uses)
  • [2] Macro Battery Weapons
    Exceptional Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside
  • [1] Lance Turret
    Perfect Accuracy - 270° Front - Range: 18,000
    Shots: 1 | Damage: 21 | Reload: 12s | Crit: 10.5%
    Armor Piercing (-25%)

The cheapest upgrade of the whole lot, the Mechanicus Dictator trades in that spur and 6 rack of torpedoes to give you the Nova Cannon and lance turret at just 37 extra points of cost over the base variant. This is quite honestly, mostly because of the fact that Mechanicus launch bays don't bother carrying the assault boats, effectively limiting their usefulness by 1/3rd.

Since you're going to almost certainly be launching these squadrons from long range, make sure any bombers you send out are covered by a squadron of interceptors, since bombers are very fragile and will eat dust from just a cruiser + escorts defense turrets without help. If you have some light cruisers and don't care to waste them ,you can fire off pairs of torpedoes in the same general vicinity to draw fire away from them as well.

Protip: Interceptors are really useful for sending at enemy signals or spots where you think they'll be to work as spotters. Interceptor squadrons have a nice visual acquisition range and as long as they don't get destroyed while patrolling the spot for their set duration, they'll fly back and be ready for reuse. In fights against the AI, you will often see the AI launch interceptors to harass and destroy turrets of the ships it has signals for, as a means of spotting them for its own line ships.

See Also: Imperial Navy Dictator

Changelog

  • 7/30/2020 - Updated to Weapons Tables 2.0
  • 7/13/2020 - Updated for patch 11218.

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