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Battlefleet Gothic: Armada 2 – Tips and Tricks

Other Battlefleet Gothic: Armada 2 Guides:

Beginners Tips and Tricks

– Even if you lose a battle, you’ll earn some renown and admiral experience.

– Assassination targets are always admiral ships.

– Data to be secured always originates from an admiral ship.

– Lances, Pulsars and Zzap always hit and ignore most of the armour.

– Losing a ship is expensive. Don’t hesitate to disengage through a Warp Jump.

– Repairs of destroyed and heavily damaged ships can be hastened using renown.

– A ship lost in the warp isn’t available for a given duration.

– Imperium and Chaos fleets are perfect for beginners.

– Level up your admiral to unlock more powerful ships for your fleet.

– Leveling up your captains unlocks more upgrade slots for his ship.

– Every ship has defence turrets that have a chance to destroy enemy torpedoes, attack craft and assault boats.

– Don’t hesitate to specialise your ships in precise roles via skills and upgrades.

– Special Orders are strong, temporary buffs to fit various situations.

– “Recharge!” is a Special Order that reduces cooldowns and replenishes the combustion gauge.

– “Lock On!” is a Special Order that enhances both precision and critical chances.

– “Brace for Impact” impairs enemy precision and hardens the ship’s armour.

– “Running Silent” conceals your ship’s presence to long range scanners for sneak attacks.

– Imperium and Chaos fleets are perfect for beginners.

– Escort Ships’ speed and low cost makes them fit for recon duty or for softening the enemy for Line Ships.

– Escort ships are clean losses: you can always take some in your fleets and they don’t need repairs.

– The behaviour panel has an auto-targeting system you can set up. Use it if micro managing your fleet is too difficult.

– A Right-Click on a skill sets it on Auto Launch. It will be used automatically under specific conditions.

– In single player, press [SpaceBar] to slow down the game. It’ll give you time to think, plan and order your ships.

– Click on an enemy ship to set its priority value. Priority 1 will be targeted first, priority 4 will be left for last.

– Access the more detailed version of certain tooltips and in-game infos by pressing ALT.

– ALT can be used ingame to see the sizes and effects of Gas and Asteroid fields.

– Armour gives you a chance to cancel damage by blocking hits.

– Use [SpaceBar] to slow down time in order to manage your fleet more efficiently.own time in order to manage your fleet more efficiently.

Advanced Tips and Tricks

– Execute an insubordinate captain to prevent his ship from disengaging.

– Low hull and ship losses may trigger insubordination.

– Speed and movements are vital for an Eldar fleet.

– Ork ships are really weak from afar. The closer they get, the better.

– Some skills work well in synergy. Try to use Taunt and Supercharged Void Shields!

– Critical damage cripple ships by disabling essential parts.

– Critical damage may trigger fires, which cause huge hull damage over time.

– Emergency repairs not only regenerate hull points, they also put out fires.

– Ramming lighter ships is a proven and efficient tactic.

– Bomber squads and Torpedoes bypass shields, which make them useful against ships with strong shields.

– Environmental elements can be used to gain the edge over enemies.

– Every 100 hull points lost, a ship loses a defence turret, weakening it even more.

– Some missions are easier with specific deployments. Try to split up your transport ships to increase their survival.

– Bombs are dangerous, but visible and easily avoidable if you use manoeuvres to escape their range of action.

– Set your ship’s automatic behaviour to make better use of its weapons and capacities.

– Micro-managing your fleet’s moves and targeting to react to the enemy greatly improves its efficiency.

– Emergency repairs not only regenerate hull points, they also put out fires.

– Ships don’t have weapons in the back, so be careful not to get surrounded.

– Using special manoeuvres reveals your ship… Use it to lure enemy into a trap!

– If you upgrade your weapon systems, don’t forget to set the fighting behaviour accordingly to get the best out of your ships.

– Using the behaviour panel, you can decide which side to show the enemy. If your weapons are disabled starboard, show them your port weaponry.

– Imperium ships are designed to face heavy enemy fire right before unleashing their side weaponry. As such, their frontal armour is thicker.

– Orks’…peculiar ship designs tend to leave thinner armour at the rear.

– If your weaponry is stronger in the front, or you’ve lost your Broadside weaponry, configure the ship’s behaviour to favour front-facing combat.

– Clicking on an enemy ship allows you to select the subsystem to focus fire on. Focusing fire on a subsystem increases the chances of critical damage.

– Ramming, All Ahead Full and Brace for Impact are a deadly combo.

– As they lack shields and are more prone to critical damage, Eldar are weak to Lightning strikes.

– Ork torpedoes might not be what they seem: they also use them as boarding devices!

– Micro warp jumps work with augur probes and recon beacons.

– Although tricky, it is possible to intercept enemy fire in order to protect valuable ships.

– Escort ships tactical value shouldn’t be overlooked, even in high level games.

– Eldar are immune to solar flares, making them deadlier when this event takes place.

– Boarding successes cancel warp jumps and often condemn ships to destruction.

– There’s always room for improvements! Most capacities are skillshots: Easy to use, hard to master!

– Enemy ordnances, such as torpedoes, bombers and boats can be stopped by fighter squadrons.

– Bombs work well together. Initiate with a Phase bomb, suppress shields with a Disruption Bomb, and wreak havoc with the Plasma Bomb.

– A blind enemy is an easy prey. Trying to combine the Running Silent order with the augur disruptor.

– Do not underestimate your crew’s Navigator. He might not be useful in combat, but being able to retreat without penalties is a precious advantage.

– Eldar rely on engines but are vulnerable to critical damage. To compensate, they have three different engines, each assuming a third of its power.

– Be keen against Orks. Unlike others, they do not have different ship models of each classes, but they are all customisable and different.

– Chaos favours are visible on theirs ships. Use them to guess the ships roles and counter them efficiently.

– The Saviour pod upgrade is best used on ships with dangerous but vital roles.

– Boarding successes cancel warp jumps and often condemn ships to destruction.

– Sometimes, it’s better to let the enemy flee to focus quicker on another target. Destruction is a means, not an end.

– A ship without weapons isn’t totally useless. It can retreat to avoid destruction, but you can also use it as a shield… Or as a Ram.

– Squadrons are weak on defence turrets. Therefore, prefer isolated targets with a clear access path rather than ships packed together.

Imperial Campaign: Tips and Strategy

A general collection of hints, tips and strateges that I have found work well for me.


This guide isn’t intended as a step-by-step walkthrough, and I certainly don’t think that my approach is the only way to skin this particular grox, but if you’ve had to restart a couple of times this might be of use to you.

Bear in mind that I’m going to be laying down broad doctrine, and you’ll find situations where the tips I’ve given you are not the correct way forward, so temper this with your strategic situation and common sense.

Grand Strategy

This section is more of an explanation of the overall concept that informs the shape of the lower stratum.

Essentially, your war aims are to enter each stage of the campaign with the highest development levels, renown score, and fleet strength that you can. My impression is that each story mission contains the same number and strength of foes no matter when you approach it, so it makes sense to spend time making sure you’ve got the biggest, baddest fleet you can get when you go into them. It’s the same concept as making sure you do all the side-quests in an RPG before pushing the story forwards.

The secondary string to this is that you don’t want to have to spread your fleet about if you can at all help it. This means that completely conquering a sector is of high importance.


I’ve found the campaign to have two gears. When you first access a sector, it pays to be highly aggressive, ideally capturing the entire sector before the Threat levels and Urgency increase too much. Of critical importance, is that you hold off performing missions that advance the plot for as long as you can, as each one of these you accomplish resets the Urgency track. In the very very early game, temper this advice a little, as you have to take a little more balanced approach to begin with.

In the aggressive phase:

  • Don’t forget that you can bypass enemy systems and attack targets behind enemy lines. Always go for the weakest targets you can.
  • Grabbing systems earlier means they can spend more time levelling up, meaning that they give you the best benefits soonest
  • Don’t build minefields unless you absolutely have to, in response to a specific attack, this is because:
  • Enemy attacks [Not Invasions] are actually very good for you, especially in the early game where the cap on your fleet strength means that an enemy minefield can put you at a very serious disadvantage. I’ve lost count of the number of times I’ve been able to capture a system because the enemy have split their force.
  • On the subject of the fleet size cap, this limitation makes enemy fortifications bad news for you, which is another reason why resisting the urge to hesitate is of paramount importance.
  • Securing more systems gives you buffs and reduces Threat at certain thresholds. This is important because these small buffs can make a big difference in combat, and the threat reduction means that if you’re forced to go into the Passive Phase before you’ve completely conquered a sector (usually when you’re left with one very heavilly defended system you can’t crack at your current fleet limit or tech level) you don’t have to worry so much about enemy action disrupting your plans, or forcing you to go into the priority mission with a damaged ship or two.

The quicker you can secure the sector, the better, because it gives you more time in the passive phase. This is where you sit back and soak up turn after turn of resource generation and evolution levelling, and the best point to start levelling up your planets. I’m not suggesting you wait until you’re a couple of turns away from losing the game to go after the priority target, but the more time you can spend here, the better.

As a broad rule, this is the order I upgrade planets. This assumes a strong income stream (at least enough for a level two upgrade per turn) and so once again you need to be more balanced in the very early game. Given the amount of time it takes to go from level two to level three, level two upgrades should be considered one tier higher on the list below.

  • Agriworlds first. Individually, the bonus isn’t worth much, but if you’re planning on upgrading everything in a sector (and you should be) then going for the one that makes that cheaper makes sense. If you do the maths, it takes a lot of level-ups for Agri-Worlds to pay themselves back, HOWEVER, that doesn’t take into account the time Agri-Worlds can save you, nor the extra turns of resources from other features that you can access early.
  • Features that give you Renown. Having more tech, more upgrades and more fleets makes everything easier. If you take a short-term view you can end up neglecting these features and being underlevelled a bit. There aren’t that many of these so you’re not losing out that much by getting them out of the way early.
  • Resource generating worlds, with higher-value ones taking priority. This is perhaps the only class where a level three upgrade is more important than a level two, given that the bonuses double with each level. If your income isn’t very strong yet, or weaker due to fleet upkeep, these take more priority.
  • Features that make the system easier to hold, such as reducing threat, increase attack timers, or the Archeo Gellar Field in the Obsidian Depths.
  • Features that give broad buffs to your ships – these tend to be small buffs, but are more valuable than ones specific to ships built in that sector.
  • Any shipyards you didn’t upgrade for quicker repairs during the aggressive phase
  • Any features that only benefit ships built in that sector.

Fleet Composition

As for Fleet Composition, I tend to make my Navy fleets “top heavy” compared to the other factions, partly because the Marines and Admech don’t get access to Battle and Grand cruisers and have compelling reasons to use swarm fleets of smaller-tonnage ships. Therefore, I use Navy fleets as my main combatants, with the other factions in support.

My Admech fleets are pretty much uniform – as many Dictators as I can stuff into the fleet. Because it’s an Admech cruiser, they come with dorsal lances and nova cannons as standard. This allows me to focus on direct-combat ships in my IN fleets, and torpedo-armed ships to make best use of the Short-Burn torpedoes that ships in Spire’s fleet get.

I use my Space Marine fleets mostly for boarding, especially as “giant killers” – it’s more economical to use boarding to kill a Space Station or Battle Cruiser, for example, than try and batter it to death with weapons fire. Especially, if like me, you engage the defending fleet away from the station and have used your strike craft and torpedoes etc on said fleet.

Early game, escorts are excellent. They hold up a lot better versus the smaller fleet sizes, they’re great at capturing strategic points, and are great scouts. Early game, you can set them on pesky Chaos escorts and leave them to it, hounding them and preventing them from sniping from stealth while you concentrate on the main battle.

I have found, however, that they don’t scale that well later in the campaign. You normally have enough firepower to blast the enemy out of the sky at that point, and capturing the points is less important. Also, you’re facing more enemy ships, and having to repeatedly replace escorts is inefficient. The possible exception to this are space marine escort ships, because they can perform the strong “Honour the Chapter” assault action, and the more ships you have the better when it comes to boarding strategies. I also favour the SM ship variants with launch bays like the Strike Cruiser Mk.1, over the ones with torpedoes or lances, for tactical flexibility.


This is just going to be a random grab-bag of tips, rather than anything too coherent.

  • Keep your ships alive. The higher level experience bonuses are rather strong, and make the investment you’ve put into your ships give you that much more return on your cash.
  • Vesus Chaos and Eldar, focus their engines and use boarding liberally.
  • Against Eldar, always advance. If you take the pressure off of them, they’ll stealth up and blast chunks out of your ships. You’re aiming to pin them into a corner of the map and slaughter them with close-range macro-cannon fire. Your AOE/skillshot attacks are very effective against them, as they bypass Holofields – however, the Eldar also find it easy to dodge them. Use your skillshots to herd them towards you, rather than trying to do pure damage with them.
  • If you get a Domination battle, and you’ve got a firepower advantage, go for an annihilation victory. If you’re at a disadvantage – especially if you have defence platforms etc to give you an early cap advantage – then go for a capture victory.
  • When combat is first joined, pause and make sure you have Stances assigned to all of your ships. Even if you don’t make an optimal choice, any buff is better than none.

1 thought on “Battlefleet Gothic: Armada 2 – Tips and Tricks”

  1. I just got into this game on a whim and i love it. I have devoured all the posts you make on this game, I hope you can post more with the other factions. Your Faction review for Imperial Navy was great and it help me learn more about game mechanics! Do orcs or chaos next please!


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