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==Factions and Tactics== So far, the developers have confirmed all the factions from the original are making a comeback, but also Tyranid hive fleets, Necron fleets, dark Eldar, Mechanicum forge fleets and others are coming too. The following subfactions are based on the most famous and powerful elements of the main factions. For example, the AdMech subfactions are based on forge worlds while the Space Marine subfactions are based on the 1st Founding Legions. Gameplay is still a mix of direct and indirect attacks and abilities from your various warships, with proper positioning, upgrading, resource management being key to victory. ===Imperial Navy=== The well rounded jack-of-all-trades fleet with a good number of ships on each weight class, capable of filling out most tactics and strategies. They have a nice selection of cruisers and battle cruisers which allow for tons different combos, although they are usually better in brawls, with the Overlord Battle Cruiser and the Tyrant Cruiser having the benefit of the plasma macro-cannon batteries. On the other hand, if you feel like you want a challenge or are finding Ork and SM and Tyranid ships hard to deal with you can go for Gothic and Dictator cruisers and Mars Battlecruisers, as their respective lances and ordinance bays allow you to stay relatively out of danger. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Imperial Navy Fleets <div class="mw-collapsible-content"> Gothic: Known from the first game for kicking Chaos ass in space and stopping the armless failure we all know and love. Solar: A proud and storied fleet that is also Terra’s last line of defense. Armageddon: A fleet in the Armageddon system that’s rather good at Ork killing. Bakka: A fleet known for the first Tyrannic War and the Battle for Macragge. Admiral Rath of the Dominus Astra is a fine addition to this fleet’s badass history. Bastion: The biggest permanently stationed fleet after Battlefleet Solar, thanks to their recruitment from multiple sectors. Will definitely need those numbers since they’re tasked with patrolling the newly expanded Eye of Terror. Imperial Marauders: Just some schmucks who betrayed the Imperium but haven't joined chaos yet. [[Rogue Trader (RPG)|Koronus]]: Busy keeping out the worst the Halo Stars have to offer. Operates between Port Wander and Drusus Marches. </div></div> ===Adeptus Mechanicus Fleets=== Nova Cannons, Nova Cannons everywhere! New fleet introduced for the sequel. Largely similar to the Imperial Navy except with fewer ship. [[Cheese|Use the slowly charging Nova Cannon and win at long range]]. Not advisable against the Eldar for obvious reasons. Some fleet admirals of these toaster bangers even get the ability for unlimited Nova Cannon rounds, so yeah that's a thing. The AdMech plays as a sort of hybrid between Imperial and Chaos: They have the long range lances and cannons of Chaos but similar armour and speed to Imperial. The key difference is that all of their ships have the "exceptional accuracy" attribute which makes them more accurate at long range and better technical skills for repairing their ships. Also got a buff in the second patch where all of their Nova Cannons have access to one shot of a skill called "Eye of the Omnissiah" that slows any ships hit by a massive amount for a whole 30 seconds, which can be game changing if you use it right. Another thing is a RadTempest, which utilizes Spess radiation to do damage over time to anyone waltzing into it. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> AdMech Fleets <div class="mw-collapsible-content"> Agripinaa: A world near the Cadian Gate that suffered many raids. Luckily for them, they give as good as they get. The eponymous sector and planet are present in the game. Graia: A mobile forge world capable of warp travel. Its Battlefleet was made to escort this FUCKHUEG spaceship/forge world. Lucius: Your run of the mill forge world known for supplying shit to many other battle groups. Has an artificial sun in its planetary core, which is why it’s so powerful. Mars: The home of the AdMech and the forge world we all know and love. As such it’s the greatest and most advanced of all the forge worlds. Has a rich history and dark secrets under the surface. Metalica: Not so subtly named after the famous metal band, this forge world has no life at all but a shitload of natural resources. Has been able to produce shit for many campaigns, including the one on Armageddon. Ryza: Many Ork WAAAGHS! seem to have a fetish for this forge world. Is known for its great plasma weaponry and the genesis of the Stormblade tank. The dark days of the 41st Milennium will make this forge world and its stores and abilities especially valuable. Stygies VIII: A forge world that would’ve fell to Horus if not for the Eldar. The High Lords are worried this new bond will lead to Xeno corruption and HERESY, even though this is a stupid line of logic since that would make the Tallarn Desert Raiders regiment questionable as well. </div></div> ===Space Marines=== Get up close and tear your enemy a new one with massed boarding actions and lightning strikes. SM ships have very strong armor, can take the punishment, and have decent guns for their weight classes. Their ships are also the fastest among the Imperial factions, having 40 more speed units than everyone else in each ship type. They are however, also the most expensive to deploy, usually costing around 20-25% more points than the Imperium's and AdMech's ships on each weight class, and their armament selection is much lower. Use this technique against the biggest enemy ships first, making the enemy flagships into drifting hulks. Your battle barge and 3 strike cruisers (or fleet made up of strike cruisers only) should be able to deal with whatever is left of the enemy fleet. Beware of scuttling actions by the enemy, as this can fuck up your fleet. Also, make sure your enemy doesn't retake their ships. Your goal as a space marine fleet is to turn the enemy fleet into a bunch of drifting hulks, because that is what your fleet is best at. They also do not have morale penalties, so the crew will never mutiny against you, regardless of how bad the situation is getting. Also, remember every single one of your ships has Honor the Chapter, which gives you a free short-ranged boarding action that ignores Shields and has a high critical rate. <s>That includes Escorts</s> Not as of the second patch. Use them. You also have torpedoes with zero spread, which means that at long range they'll do more damage than other torpedo-equipped ships. Their HP is low but their armor makes up for it. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Chapters of the Space Marines <div class="mw-collapsible-content"> Salamanders: Burner bois and absolute bros. Ultramarines - you know them, you love to...Well, up to you. Either way, you get a Gloriana class Battleship ready to broadside the shit out of anything nearby. Have fun. White Scars- Speedy bois Iron Hands- The flesh is WEAK! Medusa appears in the game and is arguably the most useful planet. Dark Angels- Definitely not traitors. Imperial Fists - Good news, you get the Phalanx and by the Emperor does it wreck shit for Chaos. You can tank ramming a Blackstone Fortress to death and look cooler on the other side. Bad news, you don't get to use it after. Boo! Blood Angels- Fabulous and furious. Space Wolves- FURRIES! Raven Guard- Sneaky bois </div></div> ===Fleets of Chaos=== Your typical spiky Space Marines. Ships aren't as tough as their Imperial counterparts but are faster, have longer range, and more powerful lances. Standard tactics basically involve playing keep-away with every single faction. Bombers/carrier spam in general are great for dealing extensive damage, and against dedicated close combat factions such as the Orks and the Eldar refractor fields are life-savers. Ideally you want to hit enemy ships from outside their sensor range, this can be tricky as you will need to get the enemy ships revealed, a work your escorts can do decently. They also still have their marks from the first game. Nurgle is still a powerful one although not quite as amazing as BGA1's Nurgle mark. Khorne too gives some big buffs to your boarding defenses and a bonus action when using lightning strikes and assaults, also horns, like a lot of them, your ships become quite spiky, as a simple advice it may be a good idea to take some Carnage cruisers as they are the main brawlers of the chaos fleets and upgrade them with Khorne's mark. Slaanesh's mark is very useful now as it increases your speed (6x Slaanesh Slaughter cruisers = Eldar tears) and is powerful against slower fleets like Orks. Tzeentch mark is good for being sneaky with long ranged attacks and for getting spiffy castles on your ships. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Factions of the Forces of Chaos <div class="mw-collapsible-content"> Alpha Legion: Don’t exist Lost and the Damned: Run of the mill heretics World Eaters: KILL. EVERYTHING. Emperor’s Children: Some of the sickest fucks in the galaxy. Thousand Sons - [[Heresy|did nothing wrong.]] Iron Warriors - Somehow got the Planet Killer from the Black Legion. Edgy Manchildren. (Don't say that to their faces.) Death Guard: Never took a shower for 10 thousand years. Red Corsairs: The deadliest pirates in the galaxy. Night Lords: Spooky. Word Bearers: The ones who [[Horus Heresy|started it all]]... Oh yeah, and the Chaos protagonist hails from these guys. Black Legion - do you like killing whole squadrons with one broadside? Love cutscene power to the max? Well,you've got the Vengeful Spirit on your side and she's ready to strut. Sons of Malice - Happy that they are canon again, but not their {{Blam|BLAM NOT THIS TIME, HERETIC}} </div></div> ===Aeldari=== In campaign, they will have a damaged Craftworld whose gimmick is pre-sighted bombardments that enemy ships DO NOT want to be in. Like the first game, they can be your friends or enemies. Despite being three separate factions in the multiplayer, in the campaign all three are treated as one faction. In fact most battles against them while compose of mixed fleets with ships from all the factions. The factions are: *'''Corsairs''' ** The Corsairs are the Aeldari from the first game lead by Eldrathan. They can be your friends or enemies too, although their aid is relatively minimal compared to the effort you as a player have to put in. Plays basically the same as they did in the first game for better or worse, with the major difference being that Shadowfields at max strength will block Lightning Strikes. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Aeldari Corsair Fleets <div class="mw-collapsible-content"> Sky Raiders: Notoriously vicious attackers mistaken for Dark Eldar. Are Bro-Tier enough to assist Eldar Craftworlds. Eldritch Raiders: They follow Prince Yriel. Abandoned Craftworld Iyanden and harassed Imperial shipping for decades, but shrugged off this streak of dickishness to save their former Craftworld from being nommed by Tyranids. Steeleye Reavers: Originated from Craftworld Ulthwe. Nothing else is known about them. Sun Blitz: Believed to be aligned with Craftworld Alaitoc by the Ordo Xenos, but are also bitter rivals with other corsair fleets. The cause of such a rivalry is unknown. Twilight Sword: Love being pirates, and are supposedly honorable in battle (if this doesn’t put them at a disadvantage). Void Dragon: A big and aggressive pirate fleet that operates across the galaxy. Infamous for being unpredictable and having enough balls to engage significantly stronger foes (unlike their other knife-eared pansy brothers and sisters). Ynnari: Worshippers of Ynnead because it will supposedly free them from the strict lifestyle the Eldar force themselves to follow after the Fall of the Eldar. Can’t blame them for it either, not many people want to be celibate and boring for the rest of their lives (and Eldar have VERY VERY long lifespans...) They also play exactly like the first game minus a few minor changes, which can be said for the entire eldar races in the game. Really fast glass cannons that can only fire from the front. </div></div> *'''Craftworlders''' **Craftworld Eldar play a bit like Eldar-Light: Not quite as fast as the Dark Eldar or Corsairs and don't do quite as much damage but nowhere near as squishy. Still cant compete with any Imperial or even Chaos ships of the same weight class in a fair one-on-one fight so you still need to micro them to get the job done. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Aeldari Craftworlds <div class="mw-collapsible-content"> Ynnari: So good they got included twice. Lots of Eldar seem to love this guy. Can't imagine why... (hint: life is a lot more interesting under his lead) This movement however is currently underground thanks to distrust and fear by more traditional Eldar. Alaitoc: Is always fighting the Necrons. They were the only ones among the Eldar who knew they'd come back (every faction's gotta have ignorance in some fashion it seems). Biel-Tan: Militaristic and as Xenophobic and arrogant as the Imperium, despite being almost as badly fucked up as Iyanden due to recent events. Highly territorial of Maiden Worlds, willing to RIP AND TEAR any invaders of such worlds. One could wonder how they and the Imperium have so much in common. Still salty after losing their Craftworld to Skarbrand. Iyanden: Used to be populous, but is now full of dead Eldar in Wraithbone constructs. The dead souls have extra huge balls (a trait unusual amongst the rest of their kin) by risking the damnation of their souls to defend their Craftworld. Saim-Hann: Is willing to follow the Eldar path with "flexibility", and is considered the more wild and dangerous of their fellow Craftworlds. They're very forthright and borderline reckless in war. Ulthwé: Famous for its Seers and endless war against whatever the Eye of Terror feels like shitting out. Formerly led by one of the biggest dicks of them all: Eldrad Ulthran. Currently looking for the best timeline to strive towards. Os'Tara: <strike> Home! I'll go home. And I'll think of some way to get Ynnead back. After all, tomorrow is another day.</strike> Big worshippers of Ynnead. Has strong ties with the Ynnari and Yvraine. </div></div> *'''Drukhari Pirate Fleets''' **Everyone's favorite emo-elves are back as one of the new factions for BGA2. Essentially their fleet can be described as the most glass-cannoney of the glass cannons. They share the same speed and powerful weaponry as their Craftworld cousins, but they have WAAAY better boarding/crew abilities and complete stealth at the expense of even worse armour and defenses (they don't have holofields or shields). Overall the Elder from BGAI with a dose of even more micro. **Also, dark matter cannons with no wind-up, huge AOE, slows 50%, and eats through shields. Use it whenever possible to kite. Be extremely cautious around Tau; they can easily ping you, have lots of fighters to deploy, and then spam guided torps on the fighter-marked target. Quite good at knocking out opponents troops and ships can actually replenish their own troop count if the turn a ship into a hulk. hilariously though they have poor moral. Also if your stealth gets knocked out you're fucked with a capital F as DElder ships melt under coordinated fire. Don't let yourself get caught or you are done, if one of your ships get tagged with a probe turn tail and get it out of range of the enemy. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Drukhari Pirate Fleets <div class="mw-collapsible-content"> Black Heart: Biggest and strongest Cabal in Commoragh. Encourages strife between the smaller Cabals. Broken Sigil: Loves confusion and anarchy. Terrorizes countless worlds because they can. Seen as predictable by their peers, and hated for it. Dying Sun: Hates anything non-traditional or steeped in it. Can destroy stars. Its leader is obsessed with the metaphor of despair that destroying light can bring. Flayed Skull: Closest to rivaling the Black Heart. Its Archon Lord Vraesque attracts the most ambitious pilots and therefore makes their fleet quite skilled. Iron Thorn: A force to be reckoned with even after Vect's rise to power. Pride themselves on being "True Blood". Last Hatred: Want to transcend death itself. To do this, they need many experimental subjects, who they get from undefended areas. The Severed: Completely space-bound after a failed coup. Collect severed hands to pledge allegiance to their Archon, who's also missing a hand. </div></div> ===Ork Clanz=== Basically like the orks from the first game. Ram everything, lots of dakka, no accuracy, and shit morale. In campaign, they are obsessed with space whales and you have 2 space hulks to fight against! </s> <span style='color:green;font-size:115%'>WE'S ALSO PROVING DAT DA ORKS KAN KRUZADE TOO!!! TRY AND STOP US NOW 'UMIES!! AND GIVES US A KAMPAIGN ALREADY!!!!</span> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Da Ork Clanz <div class="mw-collapsible-content"> Goffs - Do you like hitting things with a massive rubbish pile and walking away just fine? go for these guys. Also... RIP AND TEAR! Evil Suns - RED MAKES IT GO FASTA! Bad Moons - the 1% of ork kultur. Their teef grow da fastist, and thus have the most teef to spend. This means they have da best dakka and equipmint! Freebootas (Ork Pirate) - YAR HAR FIDDLE DE DE Being a pirate is alright to be do what you want cause a pirate is free you are a pirate! It's a wonder why more orks don't join these guys.</s> <span style='color:green;font-size:115%'>DA REAL BOYZ GOTS NO TOME TO BE SPEISS THINGS, DA BEST LOOT ALWAYS ON DA PLANETS ANYWAYS</span> Blood Axes - Seen as un-orky even by other orks for their long-running history with mankind. This history involves being mercenaries for humanity in exchange for human guns and equipment, which always ends up being turned against the blood axe employers anyway. Deathskulls - if the ultramarine's were orks (and massive looters). </div></div> ===Necron Fleets=== In one of the most particularly hilarious/infuriating twists from Tindalos, the Necrons are NO LONGER SUPER OVERPOWERED NOW! [[Wat|Also, they're the slowest ships in the game by a huge margin and have some of the weakest, slow-firing weapons too.]] They also don't have shields, which leaves them really open to ordinance skills and critical hits more than any other fleet, with intense fighter management needed to prevent boarding spam. Overall one of the more underpowered factions, [[FAIL|unlike the fluff]]. THAT SAID... there are ways to make them work to a degree. Most Necron abilities are better defensively. Starpulse can knock out fighters, torpedoes, bombers, assault boats, anything small. Stagger it out so that between your ships you always have at least one Starpulse available to wreck their fighters. The dispersed lightning arc has great utility. You need hit only three ships with it for it to be more effective than reload stance. But your ships default to 13500 range, not the 9000 needed to make use of it. Always set your engagement distance. When your lightning arcs are upgraded to drop armor by 25, set your engagement range to the required 4500. Also, the pull ability for lightning arcs can keep opposing ships in range for the armor pen effect. Don't forget Transdimensional Bolt. It has unlimited uses, it has an extremely fast Cooldown, you can aim it to hit the enemies whole fleet if lined up properly, and it does as much damage as a starpulse wave while ignoring armor and shields. Scarab Swarm nets you the largest overall benefit to any of the Necron abilities, with the catch being that it's pretty easy to see coming. The game hands you Mass Recall+Scarab Swarm at the beginning though, so that ones easy. You really want to put out hurt though, warp into the center of an enemy fleet, mass recall, and then scarab swarm. Let's just hope they get buffed in a later update, they're really need it. Don't forget that Necrons actually do not suck at boarding. Even before upgrading it they have pretty decent troop efficiency. They also have two leader upgrades that make it stronger and cause fires, and four upgrades to make it stronger in your tech. Also, avoid asteroid fields like the plague unless you have a leader cutting out their damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Necron Dynasties <div class="mw-collapsible-content"> Charnovokh- A dynasty that had most of its planets either consumed by Tyranid Hive Fleet Behemoth or unknowingly destroyed by the Imperium in the crossfire of killing said Hive Fleet. As such, while they still have many systems, their Dynasty's region is filled with more holes than a block of Swiss Cheese after a full magazine from an assault rifle was shot at it by a lactose-intolerant extremist. Mephrit- A dynasty that woke up to the galactic shitstorm we all know and love. Its Phaeron was lost during the great sleep. Because it has access to the best Necron equipment, unity of this dynasty would mean the galaxy has to bite the pillow. Nepheru- Just like other dynasties, they found primitives living in what was once their turf. This has led to predictable rage and a desire to rip and tear the inhabitants. These guys get their own little plot with the Dark Throne. Nephrekh- This dynasty has an expansive territory near the galactic core, centered around the ancient crownworld of Aryand. Their worlds are rich in resources and make this dynasty fleet especially dangerous. Nihilakh- A bunch of isolationists who want to maintain their holdings rather than expand, and home to the lovable and loathable [[Troll]] Trayzn. This is good for the galaxy at large. Their military might isn't weakened by petty wars, but would-be invaders would be all the more unwise to face them. Novokh- Aggressive and expansionist. Other Necrons think this dynasty's actions are unfocused and lack restraint, but this dynasty's blood-red ships don't give a fuck. Sautekh- This dynasty survived the great sleep the most intact out of all its rivals. This dynasty took advantage of that and expanded its borders while taking over lesser dynasties. Temeryn- This dynasty woke up to find its domains mostly destroyed by the eye of terror. With much rage, they now have to be the Nepheru's bitch. Thokt- The vessels of this dynasty are very radioactive since their coreworlds are in the Hyrakii Deeps. This means that this dynasty is seen as the bringers of plagues and sicknesses (though these sicknesses are radioactive). </div></div> ===T'au Fleets=== The T'au are back, but this time split into two factions: The Protector Fleet and the T'au Merchant Fleet. {{Blam| They were never at Cadia, HOW DID THEY EVEN GET INTO THIS GAME!!!??? I SMELL HERETICS!!!!}} Went from being one of the strongest factions in the previous games to now low tier, ram and board them to your pleasure. This is hilariously more honest to the tabletop Battlefleet Gothic and lore (prior to the sudden surge of GW’s Tau wank boner). The nerf bat is well deserved for the metric ton of BS that was T'au balance in the previous game. *The Protector Fleet are the returning fleet from the first game and play basicly the same: extremely long range and the deadly seeker missiles, but are fragile and weak in CQC engagements, like the rest of their race. They are also fucking slow. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Protector Septs <div class="mw-collapsible-content"> Sa’cea- A harsh world that produces a predictably determined people. They contributed more colonization fleets to the 2nd sphere expansion than any other Sept World, and became a big contributor in the eyes of the Tau. Dal'yth- Heavily buttfucked in the Damocles Crusade, whose people have PTSD from the massive buttfucking despite the planet being rebuilt. To the Dal'yth citizens, serving in the protector fleets is a huge duty. D'yanoi- Its isolation from the Tau Empire set this place back technologically, but its protector fleet was still technologically on par. Knowing their isolation, the Sept fleet spared no expense in their fleet. Farsight Enclaves- Led by the most popular weeaboo space communist who realized the ethereals were evil. As such, they don't have as many resources as the rest of the Tau septs but still have a mighty fleet to protect against humans, orks, tyranids, and other shit. T'au- The capital of the Tau empire made of harsh deserts and huge spire cities. As such it has the largest fleet for its defense. No human has ever set foot on the planet, and the fleet wants to keep it that way (though this will actually depend on whether Shadowsun and the 5th sphere expansion can do their job, given the Death Guard's current incursions). T'aun- The Tau's first off-world colony that remains a haven for space-farers even today. This Sept never lacks enthusiastic recruits, and lends vessels to other Septs found lacking in protection. </div></div> *The T'au Merchant Fleets are a sorta new addition (they were mentioned in the old Battlefleet Gothic rulebooks), this fleet is more carrier based than anything. Otherwise, it shares the same strengths and weaknesses as the rest of the Tau. Also, this fleet is the definition of spam. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Merchant Septs <div class="mw-collapsible-content"> Sa'cea- A merchant fleet less numerous than other Sept worlds but no less active. Their world apparently has hardships so deadly that traveling in the unknown reaches of the void matters little in comparison. Dal'yth- Is one of the 19 wonders of the Tau Empire, and is a steady trade hub for the Empire (with an equally steady flow of ships to defend it). Is a beacon of Tau superiority since its has the largest amount of aliens trading in its starports than anywhere else. D'yanoi- Upon renewing contact with the Tau Empire, numerous trade opportunities opened up which lead to this Sept's merchant fleets expanding greatly. Which of course, was for the Greater Good. Farsight Enclaves- The value of trade for this breakaway Sept cannot be understated given its current circumstances, so its merchant fleets have fearsome weaponry and engage in many one-sided trade deals. T'au- Is the Tau capital, and is at the heart of Tau trading and commerce. As always, that means its merchant fleets are the strongest. T'aun- Another hub of trade with a powerful merchant fleet, whose fleet is said to travel further beyond the Tau reaches than any other. If you see a Tau merchant fleet trying to spread the Greater Good, there's a good chance it's them. </div></div> ===Tyranid Hive Fleets=== The Tyranid Hive Fleets are a bit unusual. Basically every other ship from ever other faction is basied off the models present in the tabletop game to a really faithful degree. These guys? Not so much. The old models for Tyranid Hive were, in a word, hideous so Tindalos went ahead and created entirely new ships from scratch. They ''still'' look hideous mind you, but they look like the type of hideous a Tyranid ship should be, so it all works out. Gameplay-wise the Tyranids are, as you'd expect, a short-ranged and assault-oriented faction. Though their ranged capabilities are generally unimpressive, their lance-equivalents uniquely ignore shields, allowing them to reliably chip away at enemy hulls, while their own shields inflict damage-over-time to nearby enemy vessels so long as they're active; some of their escorts also hit extremely hard for cost. Finally, their prow weapons include a tentacle tongue which can latch on to enemy ships either to deliver an assault action or pull the two ships closer together, or a pair of colossal devouring jaws which not only [[Awesome|increase ramming damage while negating the damage suffered in return]], but then continue to inflict a respectable amount of damage over time to any vessel in contact. Tyranids have a few more unique features. Firstly, ALL non-titan ships - from lowly tiny escorts to might battleships - begin the battle stealthed, and can regain that stealth just by entering a nebula or asteroid field. This stealth is only broken by active scans or wandering into the very close sight detection range, allowing you to easily get on top of enemy vessels. Next, though you lack engines for a sustained forward boost or high-energy turn, these are instead combined into a single 'rush' action, allowing you to reorient and move at terrifyingly high speed a moderate distance in ANY direction, on a surprisingly short cooldown. Finally, [[Tarpit|when escort-class ships are destroyed they leave behind a spore cloud which damages and slows non-Tyranid vessels moving through them, allowing them to form literal tarpits.]] Of course, while the Tyranids are undeniably [[Ork|masters of ramming,]] their true value lies in their [[Space Marines|boarding actions]]. Tyranids are THE deadliest assault faction in the game, capable of quite literally chewing through the entirety of a ship's crew at ''terrifying'' speed. Though they lack lightning strikes their speed, stealth and ability to control enemy vessel positions via spore fields, ramming and tentacles mean they'll seldom have trouble getting into assault range, and they can launch them in front as well as to the sides of their vessels. The only faction that can even come close to matching them for the sheer, brutal violence of their assaults are the Space Marines, but even then their assault actions are notably more expensive per point. As of the second patch they are able to eat some of their own troops to replenish the amount of times you can use skills, but they also have a skill that replenishes troops. Infinite boarding charges HOOOOOOOOOOOOO. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tyranid Hive Fleets <div class="mw-collapsible-content"> Kraken: As typical of any Tyranid Fleet lucky enough to get away, they adapted and learned from their mistakes. This trait (along with many others) almost led them to omnom Craftworld Iyanden. Leviathan: Out of all the fuckhueg Tyranid Fleets, this one is the most ECKSBAWKS HUEG of them all. Currently one of the galaxy’s biggest threats. Ouroboris: Origins unknown, and Imperial records suggest sightings of this fleet alongside Chaos incursions (although unconfirmed). Is also rumored to have arrived at the Cadian Gate as early (or earlier) than M36. Tiamet: One of the earliest “Forgotten Fleets” (fleets suppressed or misanalyzed thanks to the Imperial bureaucracy we all know and love). Is harder to kill than a roach infestation, and survived their original worlds being fusion-bombed. Hydra: Awakened thanks to the pointy-eared emo faggots. More Om-Nom-Nommy than your average Tyranid Fleet, because they breed like rabbits (relatively speaking in Tyranid terms, anyway.) For some reason, they team-kill and om-nom older Tyranid fleets. Gorgon: A Hive Fleet so adaptive it made the Tau and Imperium do a temporary alliance (which lasted a predictably short time, I might add). </div></div>
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