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"Battlefleet Gothic: Armada II" – Imperial Navy Light Cruisers [Advanced Ship Guide]

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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."

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Imperial Navy Light Cruisers

The Light Cruiser class of ships serves as the Imperial Navy's first foray into large ships of the line, bristling with multiple weapons systems and broadside weapon bays. The two Dauntless variant ships serve as the real meat and potatoes of this class, as they are the most versatile, capable and have the best point cost in terms of what you get in return. The other three Light Cruisers are slightly slower, matching speeds with the larger cruiser ships and lack the heavy prow armor that comes with both Dauntless vessels.

Possessing half the hull points of full-size Battleships, Light Cruisers represent a cheap way of filling out your Navy with more ships for point capping, adding extra meat shield, or just adding more damage output as their armaments are quite formidable.

The Light Cruisers of the Imperial Navy in Battlefleet Gothic Armada II are mostly the same as far as their stats go with two small exceptions. The Dauntless' are slightly higher performing than the other three, with a faster speed that matches the frigate escorts and heavy armor (83%) on the prow of their ships.

Patch Status: Updated for Patch 7 (v.11218) – July 6th, 2020

Imperial Navy Guide Navigation

- Main Guide Index -

Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including guides for other factions and information covering other aspects of the game.

Shared Attributes

All five of the Light Cruisers share the same four attributes with no exceptions.

  • Plasma Reactor: Gives access to Imperial maneuvers.
  • Dedicated: The ship isn't submitted to any basic bravery bonus or penalty.
  • Average Troop Efficiency: Deals 1–2 troop damage per assault action.
  • Brutal Strike: 10% chance to deal +1 troop damage for each assault action applied.

Dauntless: Stats

Point Cost: 120Raw DPM: 1,020Raw CPM: 3.0
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 83

Speed: 200

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Dauntless: Weapons

  • [1] Heavy Lance Artillery
    Perfect Accuracy - 90° Front - Range: 9,000
    Shots: 1 | Damage: 24 | Reload: 8s | Crit: 12%
    Armor Piercing (-25%)
  • [2] Double-Barrel Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 2 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Light Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 6 | Damage: 7 | Reload: 9s | Crit: 1.75%
    *1 per Broadside

The Dauntless is the raw DPS powerhouse of the Light Cruiser category of the Imperial armada, being the best option for consistent damage output and critical hit dealing without having to worry about using torpedoes or squadrons. The base version of the Dauntless is well suited for hunting smaller faster ships, since the lance will guarantee you powerful hits while the Light macro turrets and batteries, have high rounds-per-minute to better apply consistent damage and a dependable chance of criticals on otherwise hard to hit targets like escorts and Eldar.

Of the Light cruisers, the Dauntless and its Mk.II variant are really the best bang for the buck points-wise, as due to reasons that carry over from the tabletop days, their base points cost is lower considering the value of its weapons and stats, then the other three Light Cruisers.

Overall the Dauntless is a low-maintenance, dependable go-to for filling up your fleet with fast and cheap, yet efficient line ships. If you choose to go light on escorts, the Dauntless can serve as a much stronger point capping vessel, much more capable of fending for themselves.

Finally, the Dauntless' base version is the only Light Cruiser in the Imperial Navy to not use any charge-based weaponry like Torpedoes or Hangars, weapons that require manual use and can run out before the battle is over. Because of this, the Dauntless has the best long term value in a fight, doing consistent damage throughout as long as its weapons stay online and in range.

Dauntless MK.II: Stats

Point Cost: 126Raw DPM: 840Raw CPM: 1.8
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 83

Speed: 200

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Dauntless MK.II: Weapons

  • [4] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Melta (2 Uses)
  • [2] Double-Barrel Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 2 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Light Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 6 | Damage: 7 | Reload: 9s | Crit: 1.75%
    *1 per Broadside

The Dauntless Mk.II takes the efficient affordability and high damage output of the base variant, drops the lance and replaces it with a four-tube torpedo launcher. Having four tubes allows at least some of the salvo to have a higher chance of breaking through limited turret and fighter defenses. This is far better than the Endeavour and Defiance, which only have 2 tubes to fire from, severely limiting their effectiveness. Those two extra torpedoes often make a big difference when you normally lose one or two even when firing at close range.

The main reason to pick the Dauntless MK.II is if you are looking for a durable yet cheap ship to hunt larger vessels like Cruisers and Battlecruisers, though you'd want this ship part of a group to remain effective, while the base version is more suited to hunting other light cruisers or escorts that would be otherwise hard to nail and a waste of a charge with torpedo spreads.

Since the MK.II will most likely be running into close range battles to use its torpedoes effectively, it can also earn it's worth ramming smaller escorts of your enemy in between torpedo salvos.

Endeavour: Stats

Point Cost: 97Raw DPM: 980Raw CPM: 2.45
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 67

Speed: 160

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Endeavour: Weapons

  • [2] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Melta (2 Uses)
  • [2] Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Macro Battery Weapons
    Efficient Accuracy - 90° Sides* - Range: 9,000
    Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
    *1 per Broadside

The Endeavour holds the spot of having the second-highest crit ouput per minute and 2nd place in average DPS, being a pretty affordable and decent option for multi-purpose steady damage output.

While it used to be that the Endeavour fell a bit flat when comparing it to the Dauntless variants, after all the patch changes since, it seems to provide a bit better usefulness for the cost. The torpedoes are still mostly worthless as far as damage consideration goes, to the point where if you score good hits, just consider it a bonus, unless you've got a solid plan to not make the most out of the limited rounds.

Even if you ignore the Torpedoes entirely, the rest of the weaponry on the Endeavour makes it sort of a cheaper, slower and slightly more fragile line ship with a steady raw damage output and nice crit chance. If you are less concerned with pulling off ramming attacks, and plan to keep your Light Cruisers out of the thick of the battle, the Endeavour might be a preferential option.

Overall just think of it like a "Poor Man's" Dauntless variant.

Endurance: Stats

Point Cost: 93Raw DPM: 440Raw CPM: 1.85
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 67

Speed: 160

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (Rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

Lightning Strike Actions: 1

Boarding Actions: 2

Endurance: Weapons

  • [2] Torpedo Launcher *Special Weapon
    Basic (2 Uses) | Melta (2 Uses)
  • [2] Light Macro Turret
    Efficient Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 7 | Reload: 6s | Crit: 1.75%
  • [2] Lance Battery Weapons
    Perfect Accuracy - 90° Sides* - Range: 9,000
    Shots: 2 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
    *1 per Broadside

The Endurance is the Imperium's lance boating Light Cruiser, taking a broadside bay on each side, supplemented with wide arc light macro turrets. The torpedo launcher is unfortunately limited in its usefulness in a ship this size, since without additional synchronized salvos from other ships or fighters out keeping turrets busy, a single pair of torpedoes is easily shot down by defense turrets. With ships like the Cobra, synchronizing wings are slightly easier because of their small size and lack of broadside weaponry, but the larger size of Light Cruisers makes this more difficult, however certainly not impossible or not worth attempting.

Without taking the torpedoes into account because of their special use, or the Defiant, because it's launch bays are most of its power and are similarly special use, the Endurance has the lowest on paper DPS and crit chance, so realize you are making a sacrifice for that 100% accuracy and long-range armor penetration that only applies to 2/3rds of its offensive firepower (1/3rd vs single target), so make sure you have good reasons for bringing Endurance ships with your fleet.

If accuracy penalty or lots of very high armor isn't an issue, for an extra five points you can get the Endeavour which has more than double the raw DPS, and deals roughly 30% more crits per minute.

Defiant: Stats

Point Cost: 139Raw DPM: 150Raw CPM: 0.75
- HIT POINTS -- SYSTEMS -- CREW -

Shield: 200

ID Range: 9,000

Bravery: 0

Armor (Front): 67

Speed: 160

Troops: 9

Armor (Sides): 67

Rotation: 12

Troop Damage: 1-2

Armor (rear): 67

Defense Turrets: 9

Assault Crit Chance: 10%

Hull: 1,200

L-Strike Actions: 1

Boarding Actions: 2

Defiant: Weapons

  • [2] Light Lance Turret
    Perfect Accuracy - 270° Front - Range: 9,000
    Shots: 1 | Damage: 15 | Reload: 12s | Crit: 7.5%
    Armor Piercing (-25%)
  • [2] Launch Bays *Special Weapon
    Fury Interceptor (2 Uses)
    Starhawk Bomber (2 Uses)
    Shark Assault Boat (2 Uses)
Defiant - Weapon Damage Profile

Defiant - Weapon Damage Profile

The Defiant Light Cruiser is the smallest and cheapest ship in the Imperial armada with launch bays. While it used to be the most economical means of getting squadrons, this is no longer entirely the case, as changes to point costs and the number of charges each ship carries, has changed significantly since release.*

While there are still a lot of benefits for taking heavy and better-armed vessels with launch bays, one plus side to taking a number of Defiants comes in the form of more hull points overall (2 Defiants have 2,400 combined HP, one Exorcist has 2,000 HP for example), each ship can be in different places at a time, they can each launch different squadrons allowing for more variety of interceptor and assault/bomber combos and one ship losing some subsystems doesn't cripple your ability to deploy squadrons nearly as much, though this comes at the cost of fewer squadron charges per ship.

As a little bonus, the Defiant happens to be the only Light Cruiser with lances on 270-degree turret mounts, which is typically rare in Imperium ships in general. Defiant cruisers would be good options against Eldar vessels.

Keep in mind, once the squadrons run dry, or your Defiants get separated or lack the ability to deploy in force to overcome enemy turrets, the majority of their usefulness is gone, as the lance turrets alone are out damaged by the weaponry of most smaller and cheaper ships.

*Once further work has been done updating the guides and making planned additions, I will be looking to provide better resources for comparing these values (such as squadrons per point cost) between vessels.

Changelog

  • 7/19/2020 - Updated with new weapon tables and stat formatting.
  • 7/6/2020 - Updated stats and reworked descriptions for patch 11218
  • 2/4/2019 - Corrected DPS values of Dauntless & Dauntless Mk.II. L Macro Batt weapons had incorrect damage value of 9, supposed to be 6.
    *Will be making additional pass soon to correct other references to this info, as this changes order of DPS output of ships.
    - Credits to "Ʊ ACE Ʊ" for pointing out this error.

© 2019 SOE