View Full Version : Beginning Fleets for starters

28-04-2007, 00:56
I'm just getting into the game and want to place an order for the rules and some ships, but--not having the rules--I'm not sure what to get for fleets. I certainly want to do Imperial ships and some other opponent--probably Chaos and/or Orcs. How many ships and what varieties would be a good starting mix for learning the game and then expanding into some more complex scenarios? I need a shopping list...


28-04-2007, 05:17
There are fleets where... fleets... we have ships... holy emperor's toilet there are nautical craft or large number of spacecraft involved in this game.

Ok sorry... there are squadrons, groups, wings normally in airpower terminology and they are aircraft/airplanes/jets - airships are more like the Hindenburg.

But to answer your question - If you are going to buy some initial aircraft and want Imperials and Chaos/Orks I would suggest 2 Packages of Thunderbolts vs either 2 packages of Hell Blades or 3 Packages of Orks.

28-04-2007, 08:08
Nah you can have a fleet, It's every Aircraft a corporation owns... Like Sleasy Jets fleet of Boeing 747s.

28-04-2007, 08:52
have a look through topics here, the same thing has come up 4 or 5 times.

28-04-2007, 16:00
What about destroyers, large bombers, ground forces? I'll try digging through the archives again , but I didn't see anything conspiciously related to buying enough models at once in order to both begin and grow into the game--especially considering that this has come up "4 or 5 times" before. I guess I must just be blind eh (on top of have a reprehensible understanding of aircraft formation semantics.)

Thanks everbody!


28-04-2007, 16:18
I made suggestions based on what to get ot learn the game initially and learn the basic air to air rules. There are some 'historical' scenarios in the book and I actually got the models for about the first 5 scenarios. My theory is that this will let me introduce the game to people and let them decide what force they like and whether they want to buy their own aircraft or not.

Initially you may want to get a single Marauder Bomber and a transport (Valkyrie/Thunderhawk) if you are getting Orks or Chaos as the OpFor, since they do not have official transports at the moment.

28-04-2007, 16:51
these threads might help

Once you have a starting force to play games with and have bought the rulebook and tried it out, you can decide yourself where you want to expand on from there, because it's fun to theme your airforce to suit your ideas.

and i thought there were more threads than one and a half pages worth, have some been culled?

28-04-2007, 17:16
for more areo reading, please visit http://aerowiki.wikidot.com/ and http://z8.invisionfree.com/Airspace/index.php

30-04-2007, 09:22
This is a good thread

Copied and pasted to ease.
Well, with AI out for over two weeks now and an increasing amount of people at least interested in it, I thought it would be best to set up some rough guidelines for starters.

First of all, you need of course the rule book. It's quite costly with 35, but it gives you everything you need to play - except for the models. I made a list of "what to buy" for a medium starter force. They are all around 150-170 points, which gives you enough choice for smaller games and a suitable force for medium games; you also don't have to spend more than 50 - which is the same price as a Battleforce.

4 Thunderbolts
2 Lightnings
1 Marauder Bomber
1 Marauder Destroyer
150 points / 58

4 Nightwings
2 Phoenix
172 points / 36

6 Barracuda
2 Tigershark
148 points / 44

6 Fightas
4 Fighta Bommers
148 points / 54

6 Hell Blades
4 Hell Talons
168 points / 48

Maybe a few comments about that. Listed are only the numbers of models; most of them usually come in packs of 2 (except for the Hell Blade, which comes in packs of 3), and the Marauders are sold in packs of 1. You can also see, that Eldar and Chaos are the most "cost effective" races, where the Imperium is quite expensive. I did not include Space Marines, as I see them in a supporting role for the Imperial Navy, so they should be considered after a few games and a bit of experience, not as a start. Last but not least, all the point costs refer to the "naked" models; you usually have the option for so called additional weapon load, that increases the point costs - so it is easily possible to push each of the forces above over 200 points and more.

I hope this helps people who consider to start AI. For those with a book and maybe even game experience: input is appreciated, I strongly encourage everybody tp get envolved.

Greets, Darnok