"Battlefleet Gothic: Armada II" - Imperial Navy Battleships [Advanced Ship Guide]

Updated on February 18, 2019
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"Returned from being lost in the warp for an eon to help you get better at games to impress your Emperor."

Imperial Navy Battleships

The Imperial Nay's Battleships represent the Imperium's endgame when it comes to their naval armadas. Being the biggest, toughest, most powerfully armed ships excluding unique variants, Typically only one is fielded in an engagement if at all, as the Admiral's flagship. Slow and lumbering, they still require the support of a fleet to take control of a battlefield, but when they are brought to bear, can lay waste to multiple cruiser sized ships while having the longevity to slug it out longterm with other equally sized ships.

As is common in the Imperial Navy, some of their Battleships come with the ramming Spurs, which for a line ship's case, adds 50% ramming damage. Since this is based of ship size, the spur equipped battleships become capable of cleaving smaller cruisers clean in two with a well placed full burn. Combined with the possibility of massive torpedo spreads and bomber waves, an Imperial Navy Battleship can output massive damage within a short time frame when things are timed properly, quickly crippling an otherwise brand new enemy ship.

As the "command and control" vessels, two of the Imperial Battleships come quipped with the Sensors upgrade, only otherwise carried by the single purpose, fragile and small Cobra Widowmaker. Having a sensor equipped Battleship flying in a formation of other ships can help with spotting targets at extended range and allowing your ships to get several salvos in before the enemy can return fire.

Imperial Navy Guide Navigation

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Terms Used

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.

Shared Stats

The Battleships are the top tier of the normal fleet ships, possessing the strongest hulls and shields of the Imperial Navy, an amazing amount of defense turrets to make short work of torpedoes and squadrons and troops to soak up assault actions for quite some time. All of this immense firepower and armor comes at the cost of the slowest speeds both as far as main engines go and rotation, while also being locked out of high energy turns. It might be harder too get broadsides facing enemies in a timely manner, but the long ranges of the carried weapons helps counter the lack of maneuverability while the full force of their damage potential means they will feel it in spades once those weapons are brought to bare.

Shield: 800
Armor: 83 Front, 67 Rear & Sides
Identification Range
- 9,000: Retribution & Apocalypse
- 13,500: Oberon & Emperor
Speed
- 160: Retribution
- 120: All Others
Rotation Speed: 4
Hull: 2,400
Defense Turrets: 18
Bravery: 0
Boarding Damage: 6-12
Lightning Strike Damage: 3-6
Critical Assault Chance: 10%
Troops per Stage: 18

Shared Attributes

The Imperial Navy's Battleships are definitely the most diverse when it comes to special abilities. The Retribution carries one of the ramming spurs found quite commonly among ships of the line. The Emperor and Oberon both carry the Sensors perk that increases identification range, the only vessels outside of the Cobra Widowmaker Destroyer to do so.

Finally and most significantly, the Overload Lances special ability is entirely unique in the whole of the Imperial armada to the Apocalypse class Battleship.

Plasma Reactor: Gives access to High Energy Turn, All Ahead Full and Burn Retros
Dedicated: The ship isn't submitted to any basic bravery bonus or penalty.
Average Troop Efficiency: Determines boarding damage (See stats)
Brutal Strike: 10% chance to deal +3 troop damage
Low Maneuverability: Cannot perform High Energy Turn
Sensors: +4,500 Identification range (Emperor & Oberon)
Spur: +50% to ramming damage. (Retribution only)
Overload Lances: Lock On stance gives lances an additional +4,500 range (9,000 total) (Apocalypse Only)

Retribution

Click thumbnail to view full-size
Imperial Navy Battleship - Retribution (Koronus Sub-Faction)Imperial Navy Battleship - Retribution (Gothic Sub-Faction)Imperial Navy Battleship - Retribution (Solar Sub-Faction)Imperial Navy Battleship - Retribution (Armageddon Sub-Faction)Imperial Navy Battleship - Retribution (Bakka Sub-Faction)Imperial Navy Battleship - Retribution (Bastion Sub-Faction)
Imperial Navy Battleship - Retribution (Koronus Sub-Faction)
Imperial Navy Battleship - Retribution (Koronus Sub-Faction) | Source
Imperial Navy Battleship - Retribution (Gothic Sub-Faction)
Imperial Navy Battleship - Retribution (Gothic Sub-Faction) | Source
Imperial Navy Battleship - Retribution (Solar Sub-Faction)
Imperial Navy Battleship - Retribution (Solar Sub-Faction) | Source
Imperial Navy Battleship - Retribution (Armageddon Sub-Faction)
Imperial Navy Battleship - Retribution (Armageddon Sub-Faction) | Source
Imperial Navy Battleship - Retribution (Bakka Sub-Faction)
Imperial Navy Battleship - Retribution (Bakka Sub-Faction) | Source
Imperial Navy Battleship - Retribution (Bastion Sub-Faction)
Imperial Navy Battleship - Retribution (Bastion Sub-Faction) | Source

Point Cost: 306
Average Total Crit Output: 5.4 critical hits per minute*
Average Total DPS: 33*
*Does not count torpedoes
Armament:

  • Torpedo Launcher (8 Tubes)
    Basic & Melta (Causes Fire) Charges
  • 3 x Lance Turrets
    270° Front Arc
    Range: 18,000
  • 6 x Plasma Macro Battery Weapons
    90° Side Arc (3 per Broadside)
    Range: 18,000
  • Spur (+50% Ramming damage)

The Retribution is the apex of packing in macro turrets into a hull, complimented by giving the offensive turrets down the body of the ship lances as opposed to more macros, just to give a touch of versatility without compromising that sweet sweet raw dps. Since macros always get better at range, it provides a good synergy with the massive torpedo tube array and the ramming spur, which as you can imagine, pulling of a successful ram with a Battleship with a ramming bonus is utterly devastating to anything slightly smaller than itself, though the Battlehip's slow speed will make that extra difficult for you.

The pure dps output and crits per minute allows the Retribution to reliably take on multiple enemy ships and strip subsystems off like crazy.

Emperor

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Imperial Navy Battleship - Emperor (Gothic Sub-Faction)Imperial Navy Battleship - Emperor (Solar Sub-Faction)Imperial Navy Battleship - Emperor (Armageddon Sub-Faction)Imperial Navy Battleship - Emperor (Bakka Sub-Faction)Imperial Navy Battleship - Emperor (Bastion Sub-Faction)Imperial Navy Battleship - Emperor (Koronus Sub-Faction)
Imperial Navy Battleship - Emperor (Gothic Sub-Faction)
Imperial Navy Battleship - Emperor (Gothic Sub-Faction) | Source
Imperial Navy Battleship - Emperor (Solar Sub-Faction)
Imperial Navy Battleship - Emperor (Solar Sub-Faction) | Source
Imperial Navy Battleship - Emperor (Armageddon Sub-Faction)
Imperial Navy Battleship - Emperor (Armageddon Sub-Faction) | Source
Imperial Navy Battleship - Emperor (Bakka Sub-Faction)
Imperial Navy Battleship - Emperor (Bakka Sub-Faction) | Source
Imperial Navy Battleship - Emperor (Bastion Sub-Faction)
Imperial Navy Battleship - Emperor (Bastion Sub-Faction) | Source
Imperial Navy Battleship - Emperor (Koronus Sub-Faction)
Imperial Navy Battleship - Emperor (Koronus Sub-Faction) | Source

Point Cost: 367
Average Total Crit Output: 3.15 critical hits per minute*
Average Total DPS: 21*
*Does not count Launch Bays
Armament:

  • 4 x Launch Bays
    Fury Interceptor, Starhawk Bomber, Shark Assault
  • 3 x Heavy Macro Turrets
    270° Front Arc
    Range: 18,000
  • 2 x Heavy Plasma Macro Battery Weapons
    90° Side Arc (1 per Broadside)
    Range: 18,000
  • Sensors
    (+4,500 identification range)

The Emperor is the primary flavor of mixed load out Battleships, the other being the Oberon. One of two Battleships with torpedo tubes, the difficulty getting them into range is worth the astounding 8 missile salvos. A full spread can seriously cripple even an enemy battleship, taking a big chunk out of a very valuable ship of your enemy's.

The macro batteries and turrets offer a considerable consistent dps/crit output and the cluster of 4 launch bays allows the Emperor to launch fearsome amounts of craft all on its own. Normally a bomber squadron of 2 squads would need fighter support to survive more than one line ship's worth of turrets, but 4 squads can punch through regardless, especially if launched at close range while the torpedoes are fired in unison to split the defensive fire. While it is very wasteful to do so, if it makes a big enough difference to be worth the cost, you can launch a full spread of torpedoes before a squadron (or vice versa) to prevent the other from taking turret fire, as the turrets will focus on the first thing they can, even if it's less likely to threaten the host ship (ie torpedoes that are definitely going to miss anyways).

Which Battleship do you pick most often to lead your fleets?

See results

Apocalypse

Click thumbnail to view full-size
Imperial Navy Battleship - Apocalypse (Armageddon Sub-Faction)Imperial Navy Battleship - Apocalypse (Gothic Sub-Faction)Imperial Navy Battleship - Apocalypse (Solar Sub-Faction)Imperial Navy Battleship - Apocalypse (Bakka Sub-Faction)Imperial Navy Battleship - Apocalypse (Bastion Sub-Faction)Imperial Navy Battleship - Apocalypse (Koronus Sub-Faction)
Imperial Navy Battleship - Apocalypse (Armageddon Sub-Faction)
Imperial Navy Battleship - Apocalypse (Armageddon Sub-Faction) | Source
Imperial Navy Battleship - Apocalypse (Gothic Sub-Faction)
Imperial Navy Battleship - Apocalypse (Gothic Sub-Faction) | Source
Imperial Navy Battleship - Apocalypse (Solar Sub-Faction)
Imperial Navy Battleship - Apocalypse (Solar Sub-Faction) | Source
Imperial Navy Battleship - Apocalypse (Bakka Sub-Faction)
Imperial Navy Battleship - Apocalypse (Bakka Sub-Faction) | Source
Imperial Navy Battleship - Apocalypse (Bastion Sub-Faction)
Imperial Navy Battleship - Apocalypse (Bastion Sub-Faction) | Source
Imperial Navy Battleship - Apocalypse (Koronus Sub-Faction)
Imperial Navy Battleship - Apocalypse (Koronus Sub-Faction) | Source

Point Cost: 284
Average Total Crit Output: 4.5 critical hits per minute*
Average Total DPS: 18*
*Does not count Nova Cannon
Armament:

  • Nova Cannon
  • 2 x Heavy Macro Turrets
    270° Front Arc
    Range: 18,000
  • 6 x Lance Battery Weapons
    90° Side Arc (3 per Broadside)
    Range: 9,000 (18,000 w Lock On)
  • Overload Lances
    (+4,500 extra range for lances w Lock On orders, 9,000 total)

So the first thing to address and get out of the way, besides the fact that the Apocalypse carries the Nova Cannon, is that it is the only ship in the Imperial Navy to carry the Overload Lances special ability which adds 9,00 to the range of lances when lock on orders are used as opposed to the normal 4,500 bonus to range. Now the unfortunate thing is that the lances equipped on the Apocalypse are of the shortest range variant, with 9,000 base range it only adds up to 18,000. While this is still pretty long to hit with 100% accuracy an instant flight time, it still only matches the range of lances used on other vessels with Lock On orders down to Battle Cruiser size. Whats worse is that without Lock On orders, these weapon's become the shortest range weapons equipped on any of the Battleships. Finally, the Oberon's lances with 18,000 base range will outpace the range of the Apocalypse's lances once Lock On is used.

Either way, as lance boating goes, you can do no better than the Apocalypse even considering the disappointing end result of the lance ability. Lance boating usually comes at the cost of a lot of raw dps loss, however having 6 full sized bays to pack them in helps counter the typical loss. A deadly hunter of small fast ships.

Oberon

Click thumbnail to view full-size
Imperial Navy Battleship - Oberon (Bastion Sub-Faction)Imperial Navy Battleship - Oberon (Gothic Sub-Faction)Imperial Navy Battleship - Oberon (Solar Sub-Faction)Imperial Navy Battleship - Oberon (Armageddon Sub-Faction)Imperial Navy Battleship - Oberon (Bakka Sub-Faction)Imperial Navy Battleship - Oberon (Koronus Sub-Faction)
Imperial Navy Battleship - Oberon (Bastion Sub-Faction)
Imperial Navy Battleship - Oberon (Bastion Sub-Faction) | Source
Imperial Navy Battleship - Oberon (Gothic Sub-Faction)
Imperial Navy Battleship - Oberon (Gothic Sub-Faction) | Source
Imperial Navy Battleship - Oberon (Solar Sub-Faction)
Imperial Navy Battleship - Oberon (Solar Sub-Faction) | Source
Imperial Navy Battleship - Oberon (Armageddon Sub-Faction)
Imperial Navy Battleship - Oberon (Armageddon Sub-Faction) | Source
Imperial Navy Battleship - Oberon (Bakka Sub-Faction)
Imperial Navy Battleship - Oberon (Bakka Sub-Faction) | Source
Imperial Navy Battleship - Oberon (Koronus Sub-Faction)
Imperial Navy Battleship - Oberon (Koronus Sub-Faction) | Source

Point Cost: 334
Average Total Crit Output: 4.35 critical hits per minute*
Average Total DPS: 25*
*Does not count Launch Bays
Armament:

  • 2 x Launch Bays
    Fury Interceptor, Starhawk Bomber, Shark Assault
  • 3 x Macro Turrets
    270° Front Arc
    Range: 13,500
  • 2 x Super Heavy Lance Battery Weapons
    90° Side Arc (1 per Broadside)
    Range: 18,000
  • 2 x Heavy Plasma Macro Battery Weapons
    90° Side Arc (1 per Broadside)
    Range: 18,000
  • Sensors
    (+4,500 identification range)

The first thing worth mentioning about the Oberon, besides it being the only Imperial Navy vessel to field Super Heavy Lance Batteries, is the disappointing fact that according to the in game stats, the Super Heavy lance doesn't actually perform any different than the other the Heavy Lance Batteries. With that in mind, this is basically your typical lance+macro combo, however coming with launch bays and the rare sensors ability that allows for identification at longer ranges, something directly benefiting it's weapons engagement ranges.

A pair of launch bays serve to allow the Oberon to supplement other carrier vessels to combine forces and pave the way for bombers or keep turrets busy and away from shooting down torpedo salvos.

Changelog

2/18/19 - Corrected armament for Emperor. Does not have torpedoes
credits to: Le Petit Lapin
2/5/19 - Corrected speed values
credits to: AYS

Questions & Answers

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