"Battlefleet Gothic: Armada II" - Chaos Light Cruisers [Advanced Ship Guide]
Chaos Light Cruisers
The Chaos Light Cruisers begin to really demonstrate one of Chaos' unique themes, their preference for long range sniping actions and using fast engines to keep enemies at range while they circle outside of effective return fire or identification ranges. Weakish on troop assaults and having some decent defense against the same, Chaos ships aren't really meant for close range engagements as a rule of thumb. All those ramming spurs with frontal armor on a ship streaking towards you isn't something you want to mess with as a Chaos admiral, Imperial rams are meant to make you suffer.
One side note of particular interest, the Chaos have some of the most interesting sub-faction color schemes, especially since several of them have full on hull additions that change the look for the ship considerably, usually tied to the favor of one of the Chaos gods.
The escort's don't have these geometry additions on their in-game models, so the Light Cruiser class is where you first really start to see this. I have taken the time to make sure I have all the sub-faction images in the Chaos guides from the get go because of this, so make sure to check the thumbnails for all the screenshots of the various schemes, if you haven't seen them already.
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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.
Chaos Light Cruiser Stats
The two Light Cruisers both share the same stats, being comparable to slightly faster versions of the Imperial Navy Dauntless' without the prow armor. This bonus to speed really helps compliment the Chaos' longer range weaponry which you start to really see in this category.
Armor: 67 (All Sides)
Identification Range: 9,000
Rotation Speed: 12
Defense Turrets: 9
Boarding Damage: 2-4
Lightning Strike Damage: 1-2
Critical Assault chance: 10%
Defending Troops per Stage: 9
Chaos Light Cruiser Attributes
The Chaos ships are pretty basic all the way through their ship classes as far as it comes to special Attributes and Skills. Now that we are into line ships we start to see the assault related stuff.
Plasma Reactor: Gives access to High Energy Turn, All Ahead Full and Burn Retros.
Dedicated: No bravery bonus or penalty.
Average Troop Efficiency: Determines troop damage. (see stats)
Brutal Strike: 10% chance to deal +1 troop damage.
HellbringerClick thumbnail to view full-size
Point Cost: 169
Raw Total Crit Output: 0.9 critical hits per minute
Raw Total DPS: 6
- 2 x Launch Bays
Swift Death Fighters/Doomfire Bombers/ Dreadclaw Assault
- 2 x Triple Barrel Heavy Macro Turret
Of the two Hellbringers, the base version is the carrier type, bringing with it a pair of launch bays and access to all 3 types of squadrons with 3 charges each. The Hellbringer is far superior to the Imperial's light cruiser/carrier, the Defiant, with it's pair of heavy macro turret's doing good damage out to extreme ranges. As a plus, since there are no battery weapons, the Hellbringer can put out it's full dps in that 270 degree arc.
I always recommend taking at least 2 carriers so you can deploy interceptors to cover bombers or assault squadrons and keep them from getting destroyed before they finish their mission.
Hellbringer Mk2 Light CruiserClick thumbnail to view full-size
Point Cost: 143
Raw Total Crit Output: 2.1 critical hits per minute
Raw Total DPS: 10
- 2 x Double-Barrel Heavy Lance Battery Weapons
100% Accuracy, Pierces Armor
90° Broad-Side (1 each side)
- 2 x Triple Barrel Heavy Macro Turret
The Mark 2 variant for the Hellbringer drops the Launch Bays and shaves off 26 points of cost to go all direct fire with a pair of Heavy Lance Batteries. The lances output pretty decent dps and crits on their own for this tier and considering their accuracy and piercing, coupled with that 18,000 unit range makes the Hellbringer Mk 2 a deadly cheap sniping line ship.
Lock on orders will help your Macros match the dps output of the Lances by hitting more often, while boosting both's chances to crit, whereas going for reload will give a straight dps/smaller crit boost to both. I would recommend reload on armored targets or fighting smaller ships at range you'll probably miss anyways thanks to them flying so fast and dodging.