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Thread: Which rules do i need?

  1. #1

    Which rules do i need?

    I currently have a BFG gothic rulebook (which has been in my garage for a number of years) and the armada edition.

    How out of date are my books and which ones do i need to have the fully updated rules. (Official ones)
    Last edited by Spirit; 23-04-2009 at 11:13.
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  2. #2

    Re: Which rules do i need?

    Armada is still right. Get your updated (V2) rulebook here - games-workshop.com/gws/content/article.jsp?community=&catId=cat1290319&categoryId =1100007&aId=4300022

  3. #3

    Re: Which rules do i need?

    WARP RIFT - The Battlefleet Gothic online fanzine.
    Available for download here:
    http://www.tacticalwargames.net/arch...mag/index.html

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  4. #4

    Re: Which rules do i need?

    Ah, thanks.

  5. #5

    Re: Which rules do i need?

    Is there anywhere i can see a changelog of the rules?

    Just so i can use my normal rulebook + changelog rather than looking through an entire new set of rules and trying to "unsee" the rules i already know lol.
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  6. #6

    Re: Which rules do i need?

    Also that link doesn't work for me, just a white screen.
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  7. #7

    Re: Which rules do i need?

    http://www.games-workshop.com/

    Go here. Go to Specialist Games. Go into Battlefleet Gothic on the left. Get Battle Fleet Gothic Resources. Click the link.

  8. #8

    Re: Which rules do i need?

    Yea ive looked at those, but no changelog. Is there an easier way of viewing all the changes? Or could anyone sum up the main ones for me?
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  9. #9

    Re: Which rules do i need?

    There were good summary threads, but I can't find them. Let me see what I remember.

    1) Nova cannon scatter further. They don't guess (but haven't for some time.)
    2) Attack craft on the board are limited (unless you're Tyranid) to the number of launch bays you have.
    3) Ships in base contact add 1 turret per extra ship for shooting down ordnance. These additional turrets do not suppress bombers. Watch out for direct fire.
    4) Boarding ignores brace for impact.
    5) Fighters can CAP.
    6) A few cost changes. Emperors are 365, Retributions 345, Styx 275.
    Core rules are basically the same. Remember BFG allows premeasuring.

    What have I missed?

  10. #10

    Re: Which rules do i need?

    Ordinance no longer running out? Sure ive heard that being said a few times.

    Oh and what is close air patrol? Keep seeing it mentioned.
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  11. #11

    Re: Which rules do i need?

    Yep, ordnance no longer runs out.

    It's at the bottom of the Fighter entry in the Rulebook. Fighters can now move with ships (but may not move during your ordnance phase) and automatically intercept all ordnance attacking the ship before turrets, attacks etc.

  12. #12

    Re: Which rules do i need?

    Ok, so what is the best way to deal with close air patrols then? Seeing as one of them wipes out a whole torpedo wave...

    Best and most reliable i could come up with is to use 3 cobras to fire 3 waves of torpedoes at them before the big ships launch.

    On another note, can you spilt your torpedoes into waves like fighters/bombers? Or must you fire all of your torpedoes in one go?
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  13. #13

    Re: Which rules do i need?

    The best way? Fire a disposable torp salvo, or send some disposable attack craft in. Or just shoot the ship and torpedo something else.

    With a single ship, you can fire up to the maximum number of torpedoes - you don't have to fire all of them, but regardless you will need to reload before you can fire again. With squadrons you combine torpedoes into larger salvos from ships which are in base-to-base, and you can choose not to fire at all from certain ships, which will allow them to fire later. Remember that cobras in base-to-base are extremely vulnerable.

  14. #14
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    Re: Which rules do i need?

    Sorry new player here, who is in the process of buying a FW Tau fleet.

    Just wondering about the CAP, surely it's the death of the Tau who rely on massive quantities of ordnance, and as one fighter token takes out a whole torpedo salvo, it can cause problems.

    So is the solution to just launch mass squadrons of Barracudas to take out the CAP first?

    Or as said use a small salvo to get rid of the CAP to pave the way for the larger salvos?

  15. #15

    Re: Which rules do i need?

    Well, Mantas take out CAP easier than Barracudas, unless you need the extra 5cm speed. Small torpedo salvos are also effective.

  16. #16

    Re: Which rules do i need?

    Correct, a Manta which survived its resilient save can still attack the capital ship.

    The Castellans with their 2 torps are also good at taking out fighters on cap.

    And if you play it good with Tau you'll stretch the enemy fighter capability so much that you'll overwhelm the cap's with ease.
    WARP RIFT - The Battlefleet Gothic online fanzine.
    Available for download here:
    http://www.tacticalwargames.net/arch...mag/index.html

    GothiComp Hall of Fame

    Horizon's New Blog

  17. #17

    Re: Which rules do i need?

    I'm listing the changed pages in this thread, if anyone's still confused.

  18. #18

    Re: Which rules do i need?

    Thanks mate, will have a look at that to make sure i got them all.
    Heres a bloody sig for you!

    You know who you are.

    Quote Originally Posted by Lordmonkey View Post
    Spirit, you are a bad, bad man

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