De'Aynes Spotters Guide to Gothic

The Imperial Fleet



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Vessels of the Imperial Fleet

  Grand Cruisers
  • Avenger
  • Executor
  • Vengeance
Battlecruisers
  • Mars
  • Overlord
Cruisers
  • Dictator
  • Dominator
  • Enforcer
  • Gothic
  • Lunar
  • Tyrant
Light Cruisers
  • Dauntless
  • Endevour
  Space Stations
  • Ramilies Star Fort
Battleships
  • Emperor
  • Retribution
  • Victory
Escorts
  • Cobra
  • Firestorm
  • Sword
  • Viper
 
This is not the complete list, just an initial one to get you started. So, if your vessel is not listed here, send it in and include a reference for where the rules and stats are located.

Development of the Fleet

The Imperials are one of the fleets that could be used right out of the box, one of the original four which were developed with the game itself. Imperial payers also have the advantage that they use one of only two fleets which have their cruisers available to them in plastic, making them a comparatively cheap fleet to collect. Add to this the facts that the game itself includes four Imperial cruisers, and the huge number of both Imperial Marine and Imperial Guard players in Warhammer 40K, and you have a very popular fleet.

The Imperial fleet has changed a little since the original release. The largest change in the fleet is the inclusion of Grand Cruisers in the fleet selection. This class of vessels fills one of the few weaknesses in the fleet, and while not available in the same kind of numbers as in other fleets, it is a welcome addition (no matter what you think of the actual model). There have been a number of variations on the Imperial fleet, the most notable being the Battlefleet Bakka list, the Armageddon Three additions and the newer 'Voss pattern' vessels of Armageddon. The Imperial fleet is possibly the largest in terms of the selection of ships available.

Characteristics of the Fleet

The Imperial fleet is both the hammer and the anvil in Battlefleet Gothic. The cruisers have the best forward armour available to any ship, and the fleet is able to engage at almost any range. The Imperial fleet has good medium ranged firepower and solid survivability. Tight and mutally supporting formations are the cornerstone of the Imperial strategy.

The fleet is not the swiftest of the races available, and relies on its strong forward defences (Imperial doctrine dictates that the enemy is behind the Imperial only when outflanked, or when the Imperials are fleeing - neither are encouraged!). This also means that it is important to bring the full weight of the Imperial fleet to bear in a single, crushing blow, not giving the enemy the time or space to recover. Allowing the enemy to evade this, simply lets them target the weaker flanks of the fleet and the longer a game lasts, the more difficult it becomes for the Imperials.

The Imperial fleet is characterised by three points. Firstly, they have a reduced attack craft capability. The Imperial fleet lacks the specialised launch vessels, for example the Styx in the Chaos fleet, and does not have automatic access to assault boats. While the Imperial fleet is by no means devoid of attack craft, they play a more restricted role in the fleet. Secondly, the Imperial fleet has a very large percentage of ships equipped with torpedo tubes. This is a real bonus to the Imperials, as it alows them to break open the enemy at a distance, and potantially cause real damage as the fleet closes. Perhaps more importantly, it forces the enemy to change battle plans and an Imperial fleet in control of the battle is a powerful force. And thirdly, there is the much-discussed Nova Cannon. This powerful weapon has a fierce range, and can reach out and touch the enemy well before and other guns can be brought to bear. In the right hands, and with more than one of these weapons able to submit a single opponent vessel to crossfire, these things can be deadly, and destroy a cruiser each turn with good dice rolls. The rules for this weapon changed from the original Blue Book. Initially, the Nova had been a guess weapon, with the Imperial player nominating a distance before measuring and placing the weapons template at this point. The newer rules make the weapon more conventional, simply scattering on a bad dice roll. Whichever system is used, an accurate Nova Cannon shot can strip away shields and cripple a cruiser very quickly. That being said, it has a minimum range, and so is often utilised as a closing weapon. Once the fight becomes more up close and personal, the use of the Nova is considerably restricted.

The escorts of an Imperial fleet are pack hunters, and should not be underestimated. They behave like cut-down cruisers, and a squadron is capable of causing real problems to the enemy. Similarly, the light cruisers of the Imperial fleet can pack a significant punch, if properly supported - either in groups of with an escort squadron. These lighter vessels perform an important role in the fleet. With the cruisers being relatively inflexible, it is the escorts and light cruisers which patrol the edges of the formation, neutralising any damaged or crippled enemy ships and taking out an vessel which may recover and provide a distraction to the formation.

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Scribed by: CyberShadow