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===[[Imperial Navy|Imperial Navy]]=== Of course this wouldn't be a GW game without the [[Imperium]] being represented. [[Imperial Navy]] ships look like giant fucking Vaticans with warp drives and cannons. It is rumored that in the lower decks there's like...villages of lost workers, but nobody gives a shit. According to the rule book they have massive fucking crews and apparently zero actual technology to move shells weighing hundreds of tons into gun breeches and such. The book shows slaves running on massive treadmills to move them about. Wouldn't your navy work better if you used like... machines or something? If only we had a bunch of crazy ass priests who are fucking insane about technology on board to sort that shit out for us! This probably had something to do with with the fluff being from 3rd edition, in which Grimdark levels were at their highest to the point of being [[Grimderp|retarded]]. In general, the Imperials are good at torpedoes and nova cannons and other stuff. They also have 6+ front armor, which isn't that big of a deal, but it's nice y'know. '''Alternate view''' The above statement fails to point out that the Imperial Navy is the most diverse fleet in the game, comprising of no less than six fleet lists and sports more cruiser classes, in every subtype, than any other fleet in the game. You can take Space Marine or some Chaos ships as reserves and sport up to four re-rolls (more than any other fleet - except [[Abaddon]] who gives one re-roll every turn, so really Chaos have more than any other fleet since there's usually more than four turns in a game). Nova cannons are so powerful that it is considered poor gamesmanship to take more than three in a tournament list (1500 points) while many even advocate to using the one-per-750-points restriction and most of your basic cruisers can be upgraded to carry them. The six up prow is a huge help since most hurt comes from the front, and it lets you take [[Awesome|power rams]], a nice but situational point filler. Your average range is 30 cm, and only two basic cruisers can push to 45. Your 60 cm weapons are few and far between. Nothing fancy, you are the baseline that is used by other factions to set out their niche. With all the options in the world, the biggest reason why the Navy fails to win many matches is that it is predictable by nature (hurr hurr, Imma fly at you while booming mah nova cannon, trying to fly between your lines to blast your arse off with both sides) and everyone and their pet otaku has a fleet. Easy to play, a real pain to master. On the other hand, its toolbox fleet approach means you’ll always have what you need. It’s up to you to make sure everything is where it needs when it needs to be. Pick a method you want to use to make the other side die and then build your fleet around supporting that method. Like, if you want to focus on charging face-first with torpedoes and ramming, make sure you have some interceptors to help protect you from dangerous shit flying at said face. If you want to hang back and blast away from a distance, add elements to your fleet that protect you from countermeasures while complementing your approach in the offense. In any case, the Imperial Navy is clearly intended to fight like angry Space Romans. So, get your power rams and assault boats ready!
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