Introduction

If you’re a new player in Battlefleet Gothic: Armada 2, understanding the abilities and stances available to your ships can significantly improve your decision-making and overall performance. This guide will break down each stance and ability, explaining when and why to use them for maximum effectiveness.


Stances: How to Use Them Effectively

Most ships have four stances, though some may have three. Understanding when to use each one is key to adapting to different battle scenarios.

1. Brace for Impact

  • Effect: Reduces hull damage taken by 25% and increases turret accuracy by 50%.
  • Best Used When:
    • You expect heavy damage (e.g., enemy torpedoes, bombers, or large volleys).
    • Engaging in or taking part in ramming maneuvers.
    • You have no weapons left, and your priority is survival.
  • Key Note: Your defense turrets have a range of 4,500 units, the same as your detection radius, making this stance effective for intercepting enemy fighters, bombers, and torpedoes.

2. Lock On

  • Effect: Increases weapon range by 4,500 units, boosts accuracy by 20%, and doubles critical hit chance.
  • Best Used When:
    • Engaging at long range, especially with lance weapons.
    • Facing an enemy with strong hull armor, where critical hits are necessary.
    • Keeping distance from boarding-heavy fleets (e.g., Space Marines).
  • Key Note: Lances always hit, so extra accuracy won’t help them, but the critical chance bonus does.

3. Reload

  • Effect:
    • Increases macro weapon fire rate by 40% (does NOT affect lances).
    • Reduces combustion gauge cooldowns (boost regeneration) by 20%.
  • Best Used When:
    • Maximizing macro weapon firepower.
    • Increasing mobility (boost recharge allows for faster escapes or re-engagements).
  • Key Note: If your ship only has lance weapons, this stance is not useful.

Command Abilities: When & Why to Use Them

1. Emergency Repairs

  • Effect: Fixes yellow (light) damage to subsystems but NOT red (critical) damage.
  • Best Used When:
    • Engines or generators are damaged, affecting mobility or shield regeneration.
    • You need to restore turrets (this ability revives three).
  • Key Note: Don’t spam it immediately—prioritize Rally or Call to Arms if needed first.

2. Call to Arms

  • Effect: Replenishes troops lost to boarding actions.
  • Best Used When:
    • Facing boarding-heavy enemies (e.g., Space Marines, Orks).
    • You’ve taken repeated boarding actions and need to restore ship effectiveness.
  • Key Note: Use this as soon as it’s available if your troops are being depleted.

3. Rally

  • Effect: Restores morale in nearby ships, preventing or stopping mutiny.
  • Best Used When:
    • Your fleet has low bravery units (e.g., Orks, unupgraded Tau).
    • You need to prevent mutiny before ships flee the battlefield.
  • Key Note: Your Flagship has Rally, while other ships use Encouraging Speech with a smaller area of effect.

Boarding & Assault Actions

1. Lightning Strike

  • Effect: Targets enemy troops at 9,000 units range, dealing moderate troop damage.
  • Best Used When:
    • Engaging at long range.
    • Targeting ships with few troops left.
  • Key Note: Requires enemy shields to be down before use.

2. Boarding Action

  • Effect: Causes double troop damage but requires close range (4,500 units).
  • Best Used When:
    • You are playing a boarding-focused faction (e.g., Space Marines, Orks).
    • You want to cripple an enemy ship quickly.
  • Key Note: This can be used even if the enemy still has shields.

Torpedo & Ordnance Strategies

1. Standard Torpedoes

  • Effect: High direct hull damage.
  • Best Used When:
    • Firing in close-range to increase accuracy.
    • Lining up broadside shots for maximum hits.
  • Key Note: Some factions (e.g., Tau, Space Marines) have homing torpedoes.

2. Melta Torpedoes

  • Effect: Causes fires, dealing damage over time and reducing morale.
  • Best Used Against:
    • Low-bravery factions (e.g., Orks, Imperial Navy).
    • Enemy ships that rely on repairs, forcing them to waste cooldowns.
  • Key Note: Melta torpedoes ignore shields.

3. Boarding Torpedoes

  • Effect: Delivers boarding troops instead of direct damage.
  • Best Used When:
    • You want to cripple enemy crew without engaging in close combat.
    • Targeting large, slow ships.
  • Key Note: Some boarding torpedoes home in on targets.

Fighter, Bomber, and Assault Craft

1. Fighters

  • Effect: Defensive aircraft that destroy enemy torpedoes, bombers, and assault craft.
  • Best Used When:
    • Protecting your fleet from enemy squadrons.
    • Providing limited scouting.
  • Key Note: Fighters don’t deal damage to enemy ships.

2. Bombers

  • Effect: Deal direct hull damage.
  • Best Used Against:
    • Unprotected, turret-light ships.
    • Weakened enemy ships that need finishing.
  • Key Note: More turrets = less bomber effectiveness.

3. Assault Boats

  • Effect: Deal troop damage, weakening the enemy’s effectiveness.
  • Best Used When:
    • Targeting boarding-heavy factions.
    • Following up a boarding strategy to hulk enemy ships faster.
  • Key Note: Best used in coordination with boarding actions.

Final Tips for New Players

✅ Don’t spam abilities—use them when necessary for maximum effectiveness. ✅ Know your ship loadout—use stances that complement your weapons. ✅ Positioning is key—maneuver your ships for the best torpedo shots and firing arcs. ✅ Prioritize objectives over kills—controlling the battlefield wins games. ✅ Watch your cooldowns—time your abilities for critical moments.

By mastering these abilities and stances, you’ll greatly improve your performance and become a more effective fleet commander. Now go forth and conquer the stars!


Got more tips? Share them in the comments! Want more guides? Let us know!


Discover more from My Gaming Tutorials

Subscribe to get the latest posts sent to your email.

Leave a comment

Trending