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posted in BFG:A2 - Technical Feedback read more

@kalin I suspect that battle plans aren't random appearances per battle. Rather, the Orks have to be previously established in the system.

posted in BFG:A2 - Technical Feedback read more

I've been trying to find battle plans from Orks as part of the campaign for a while now.
Every battle against Orks I've been fighting has flagships with no battle plans.
At this point the Orks no longer possess any systems.

Am I doing something wrong?

posted in BFG:A2 - Technical Feedback read more

@Grax I posted the same thing earlier. The issue is also with Aeldari and T'au ships which either use the Webway or the void between the warp and realspace. I wish we had a general feedback section. I feel like our suggestions are getting drowned in complaints about balance.

posted in BFG:A2 - Technical Feedback read more

@Nemesor-Xanxas Could you elaborate on what you mean by "new ships"? As far as I can tell, all the ships in the game are from the tabletop, with the exception of the Drukhari ships which are just larger versions of the smaller ships.

It's perhaps better to email the Focus Home Interactive people, but you should consider emailing Games Worshop. I doubt GW would allow publication of any lore/art book without their knowledge, so I would say just contact GW.

posted in BFG:A2 - Technical Feedback read more

There's nothing wrong with the disengagement animations, which are quite nice.
However, the test for the various factions' disengagement commands are not accurate.
Below are pictures of three fleets where this is an issue:

  1. All Aeldari escape via the Webway, which is separate from the warp.

  2. T'au ships do not disengage via the warp, but rather the void between warp and real space. From the Battefleet Gothic: Armada tabletop:

The Tau were able to duplicate the warp drive of the alien ship but the initial test flights were
disastrous. Achieving transition to the Warp required more than technology, it required psychically attuned minds and the Tau race boasted no psykers. Without them to guide the transition no amount of power could breach the dimensional barriers. The best the Tau could do was make a partial transition, forcing themselves into the void that separated Warpspace and real space before they were hurled out again like a ball held under water
then released."

It should be noted that the Kroot, Nicassar, and Demiurg ships do in fact posses warp drives. Unlike the T'au, these races posses psykers.

  1. The Necrons possess several faster-than-light technologies. The Battlefleet Gothic: Armada tabletop game states:

INERTIALESS DRIVE
Necron drives are capable of interstellar travel
without the need to enter the Warp.

DISENGAGING
Necrons will always prefer to disengage than
fight to the end. They do this by ‘fading out’, the
vessel in question dematerialises and drops out
of normal space.

They also possess Dolmen Gates, but in the lore these are static limited structures and cannot be generated on the fly. The general interpretation is that Necrons utilize one technology or another depending on what the Tomb World actually has in its possession. In Imperial Armour XII and Shield of Baal: Exterminatus, inertness drives are directly mentioned as a means of escaping or combat.

The disengagement description sounds more like the Necrons disengaging and fast traveling through higher dimensional shortcuts, similar to how Flayed Ones can simply appear out of nowhere. These are generally called "phase shifters" in the codex. The game's disengagement dialogue also correlates to this idea, by proclaiming "phasing complete" when performed.

What I'd like to see are icons and text description that correctly match the lore behind these ships. I'm also not a fan of the current Necron disengagement icon.

0_1547971350469_t'au.jpg
0_1547971442909_aeldari.jpg
0_1547969068198_necrons.jpg

posted in BFG:A2 - Technical Feedback read more

Against Tyranids the following have been successful for me:

  • Build a fleet of scythe harvesters, multiple units with unstable pulse cores
  • Keep your distance. Necrons have a particularly long range with heavy damage. You should be able to pick off smaller ships.
  • Don't forget your pulse core. Upon activation any nearby ordinance is immediately destroyed. This leaves Necrons with an ordinance advantage.
  • Tyranids are just as slow as Necrons. They have those fast jumps, but you have the inertialess drive, which is better than any all-ahead full command in its flexibility.

As for Drukhari, I've personally never had to much trouble with them. It's there stealth rather than their speed that is troublesome. I would suggest a canoptek probe to latch onto the Drukhari ships. Once spotted, they can't really shoot beyond the range of a Necron ship.

I hope this helps.

posted in BFG:A2 - Technical Feedback read more

Is there a way to increase the point limit in single-player skirmishes?
I'd like to be able to play with a large number of Necron ships deployed.


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