Admech are just bad, and it does not appear the devs wish to acknowledge this.
Admech are not bad, just one trick pony. Even orcs and nids have more options.
@canned_f3tus said in A full review of Admec, and what we can do with them.:
But yeah in its current iteration every carrier for all factions are more or less useless compared to a macro boat.
In the first part of the game was the same. A bunch of macro gave a greater effect than few flight decks.
About "Never use a Light Cruiser (LC)" and "We need MORE ships"
Original Admech rules say:
- Endurance and Endeavour l.cruisers can take a single dorsal lance with a range 30 cm (9k in Armada II) instead prow torpedoes;
- Mechanicus have access to Short Burn Torpedoes, Guided Torpedoes, Seeking Torpedoes, Melta Torpedoes and Vortex Torpedoes.
- cruisers (no l.cruisers) can take a nova cannon instead prow torpedoes;
- batteries with a range 30 cm (9k in Battlefleet Gothic: Armada II), can be improved to plasma batteries with a range 45 cm (13,5k in Battlefleet Gothic: Armada II);
- Mechanicus can use Emperor, Retribution and Oberon battleships;
- Retribution can take a nova cannon instead prow torpedoes;
- Skitarii may conduct hit and run raids normaly (lightning strike in Battlefleet Gothic: Armada II)...
Whey some sort buffed (AdMech have more powerfull lance. And all lance reduce armor to 25) but it still suck. I have no idea how to make them work. Because of the low rate of firing, lances make too low damage per minute. And macro cannons even do better critical damage because they shoot more shells in solo volley at a better RoF. Banal transfer of quantity to quality.
They really should look at weak ships. A few are hot garbage and Choas overall would greatly benefit from having more competitive choices.
Chaos has not yet entered a bunch of ships. For example, only 2 LC from 5 available. Same for battleships: 2 from 4 and even cruisers have one model missing. Battle cruisers lack of two types.
Not all of them are interesting or strong, but Oberon, Apocalypse, and Armageddon are not particularly great ships. I believe in the power of developers to add more ships.
I hope you're not the author of this "guide" because it looks really bad.
No, I'm not the author. Moreover, I do not use chaos battleships, so I will not dispute your words. This guide is generally accurate and this is the reason why I gave it as an example.
@tigerlord40k ...The first thing to get out of the way about the Despoiler is the whole Heavy Launch Bay thing and how that exactly works. Basically, this ship launches a total of 6 wings, 4 from the Heavy and 2 from the regular launch bays. In-game however, you will only see 4 squadrons being launched. That's because technically, each of the Heavy Launcher squadrons are a "2 for 1" kind of thing, where they represent two squads each, despite visually appearing as half.
This is proven through multiple tests of bombers being launched against test targets, which normally do 42.5 damage per squadron. Roughly 170 damage is dealt with a normal, full launch of a 4 Bay Carrier's bombers, while the Despoilers full deployment of bombers will do 255 damage per strike. That's a pretty significant difference. It is currently hard to tell if this translates to the squadron's hit-points as well..(с)