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Battlefleet Gothic

Battlefleet Gothic

I don't know if any of you guys are a fan of the mini's genera. Did anyone here ever play games workshops short lived Battlefleet Gothic.

That game was pretty fun.

Some of the stuff I liked from there.

1. Massive torpedoes

Were talking about ship killers that you had to move the ship out of the way from and could use to move other guys ships out of areas that you wanted to go into.

2. Boarding action

You could fire "boarding torpedoes" and basically take over a ship or failing at that sabotage large sections of it.

3. Ramming / Fire Ships

Some ships could ram it was pretty sweet some could also function like a big torpedo.... that was awesome.

4. The ships had sections you could knock out an engine ... that was pretty cool.

5. Ships could really blow up

As in they would implode and take down anyone who happened to be near them that was pretty awesome.

6. Some ships as i recall could use gravitic and solar wind effects

2,673,783 views 1,261 replies
Reply #426 Top
A Craftworld could be the Eldar supership, they carry a pretty horrific amount of firepower but can take less hits than other supers and should have massive drawbacks if it's lost, cus you just took a good percentage of the Eldar population with you.

As for the Necrons there's the Nightbringer's Flagship for lack of a better name, which we'd have to pretty much make up as there's only about 5 lines about it. But one of those was "Dwarfs an Ork Hulk" so it should be strong enough.

Of course both of these are based solely on my obsession to model something incredibly huge in complete disregard of all game balance :P. Yriel's Flagship or a Haven-class Spire could work for Eldar, and that idea of Crons trickling in from planets also sounds doable and would work well.
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Reply #427 Top
The SM could have the chapter superships-style warships from the Horus Heresy time for their superships. But since there were 20 of them and all of them are vastly different from one another, it's pointless to explain any details on them. Except they're all big. And powerful. Yeah, that's about it.
Reply #428 Top
Hmm...considering their lack of ship variety, is it really worth having space marines as a seperate faction? They only have one battleship, one cruiser, and a smattering of relatively useless destroyers. I know that the SM is one of the most integral factions in 40k, but it's not so much in BFG.

One way to factor them in would be to say that hte space marines are the Imperial superspecial. You get free fleets of pretty good ships. Alternatively, they're just separate classes of ships within the Imperium that have better boarding actions or automatic planetary invasion, even in their warships. Having them be a seperate entity doesn't make quite as much sense.
Reply #429 Top
home world 2 had some cool ships, also ships with special sqauds that could take over a ship, very cool, (homeworld fan)
Reply #431 Top
BTW, Emperial gaurd !!!!! that would be a cooool mod!
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Imperial Navy is, for all intents and purposes, imperial guard. The guard is forbidden by ancient (read: 20,000 years from now or more) decrees to maintain its own navy. Though when they drop troops onto planets, you can rest assured that there will be some Guard down there  ;) 
Reply #432 Top
wait blackstone? what happened to the planet killer X? i'm confused =P
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GAH!! you know, when the guy who wrote the post has the same question, you know you have problems. Yes, I apparently wrote the planet killer's description and put blackstone fortress in front of it

The SM could have the chapter superships-style warships from the Horus Heresy time for their superships. But since there were 20 of them and all of them are vastly different from one another, it's pointless to explain any details on them. Except they're all big. And powerful. Yeah, that's about it.
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Yep, to describe those, you can take a venerable battle barge, which is any of a selection of Imperial and Chaos ships of battlecruiser or higher class, IIRC, so they're too different to make one profile for easily. However, the rules for the Eternal Crusader are very characterful for a space-based chapter. Also, the black templars rules include variants of strike cruisers that would give them the variety to be a fleet for those who want to play them. They are pretty interesting,and although they wouldn't be a main fleet, they should still be included because they have a much better selection than the other really small fleets, and they're too big to be a subset of imperial ships, especially considering the imperials have the best selection out there.

A Craftworld could be the Eldar supership, they carry a pretty horrific amount of firepower but can take less hits than other supers and should have massive drawbacks if it's lost, cus you just took a good percentage of the Eldar population with you.
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I found a pdf of all the ships from BFG magazine a while back that had the rules for this and some other things that are pretty interesting, if anybody can find a link, that'd be awesome. Also, it wasn't a warship, but instead a giant piece of moving terrain that had hellacious armament. I'll try to track it down because it had some other very interesting stuff as well.

I'll be back when I have a guaranteed internet connection.

EDIT: Sweet, I found the additional ships compendium. A lot of the ships don't really fit, but there are a lot of cool and interesting ships in there.

WWW Link
Reply #433 Top
Nice pdf...that's too good to be legal.:)
Reply #434 Top
Well, there are some 'legal issues' about it, but seeing as GW won't reprint the stuff from BFG magazine anywhere else, this is the only way to see what those ships were like.

Also, because the Eldar won't be able to neatly avoid being shot at like they can in tabletop, I'd like to know whether people think that using the (unofficial) fan-made move-move-shoot rules for them, because they're designed to be used in a manner much more akin to how this mod will use eldar ships, and make weapons other than weapons batteries effective against eldar. You can look at them here:

http://www.epic40k.co.uk/rules/gothic/geldarmms01.html
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Reply #435 Top
Well...in the spirit of preserving the engine, would it work to just make them MUCh faster and MUCH more maneuverable than the other ships?

Also, I'm kind of dubious about that article about Craftworlds. Was that in BFG mag as well, or is it a house rule?

I suppose that much of the craftworlds are contained within the webway, so it could make sense.
Reply #436 Top
I don't think putting a Craftworld in this would make sense because they are immense and you would have a ship the size of a small planet flying around...I just don't think it would work very well.
Reply #437 Top
But imagine the coolness factor of a whole planet SHOOTING BACK for a change!
...
Yeah, OK, I'll shut up now :P
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Reply #438 Top
All the rules in the PDF are from BFG magazine, but only the ones that made their way into armada or a sg pdf in the rulebook section of their site are official. And it's rules for a small craftworld, not one of the reallly big ones.

And the thing about eldar is, that even if they're faster and more maneuverable, they'll still have to take a lot more fire, and the mms rules are much better at letting them be maneuverable while still making them take hits. They should do much better in a real-time environment. And don't worry, they'll still be stupid fast and crazy maneuverable.
Reply #439 Top
root i got tommorow morn off (gota get my teeth looked at for braces >.>) so mabye we can get that feature list started then...

also i'm in a weird mood tonight... and i feel like thanking all the people who frequent our corner of the forum and show their support it means a fair bit to me to know that people are watching this mod...

the emperor protects
prezo
Reply #440 Top
did anyone think that this might get us in trouble with GW? i dont know constructive criticism?
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Reply #441 Top
did anyone think that this might get us in trouble with GW? i dont know constructive criticism?
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Surely they wouldnt' object to a bunch of people throwing together a smattering of 3D models that just happened to look like their BFG ships... :) 

I don't think it's something we need to worry about, at least at this point.
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Reply #442 Top
Yes but I'm sure some of us know what they did to Damnatus...curse you GW!!!!!

Anyway I don't think we'll have any problems.

If you put the "small" craftworld in the game you are going to have to give it a hell of an explosion when it blows up lol.
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Reply #443 Top
Well there is one idea for using homeworlds... If we're using craftworld eldar, then we could always use a craftworld as the eldar starting planet, because I'm pretty sure that you specify starting planets individually, but I don't know about whether you can give guns to planets, but that would rock. And yes, the explosion will be big, seeing as it effectively kills the eldar. If the eldar were centered around their craftworld, it would give them a very distinctive feel.

Also, I think that prezo read their legal stuff and we can make a mod as long as it doesn't involve anybody else's intellectual property, IIRC.

Oh, and yes, I agree with prezo, all you guys deserve a big thank you. Unfortunately we don't have a early version to let you play with, but we're working on that.

Prezo, I'll be online all day if my wireless connection works, so feel free to im me.
Reply #444 Top
Well the SSD is in the star wars mod so huge ships are possible. If not a craftworld could always be the super weapon somehow.
Reply #445 Top
Something akin to the Protoss Mothership from SC2?
Reply #446 Top
Well sort of like that except SC2 is herendously out of scale lol.
Reply #447 Top
Something akin to the Protoss Mothership from SC2?
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Perhaps a more accurate analogy would be the motherships from Homeworld...massive, hulking things that pretty much are self-contained factories/planets/etc on their own.
Reply #448 Top
Making the craftworld like a homeworld mothership would be cool, especially if we could give the craftworld its own production capabilities, because that would fit with the eldar being haughty xenophobes who like to keep everything to themselves. Also, that'd deal with the issue of them not really conquering planets in general, but rather pacifying them so they can attack different places. That would be awesome, and make the player wonder whether he should keep the craftworld near the front to bring its production of the better craftworld cruisers (and maybe the void stalker) closer to the front or rely on the corsairs' superior escorts built locally. Hmmm... decisions, decisions. I like! Although I do wonder if its doable.

Maybe make the craftworld considered a super because of its powerful production capabilities and the like without it being a true combat ship (it's too precious). Also, if it is doable, we should limit the craftworld style ships to being produced at the craftworld, right? That'd help deal with the differences between the corsair and craftworld fleets, as well. If you lose the craftworld, then you'll have to make do with corsair cruisers, which generally suffer by comparison to their craftworld equivalents (pretty badly, it turns out). Basically, if the craftworld works like that, it's the heart of a combat oriented fleet without going into the firing line, while without it, the eldar are forced into raiding. Also, because you start with it, you only get the one, and there could be a few variants so it can't dominate smaller games. Good idea or crazy?
Reply #449 Top
Good ideas, but...I think that our priorities lie elsewhere.

For example, getting running examples of ships in-engine out to those that are interested. Giving i nert's brilliant models some textures worthy of Games Workshop painting traditions. Deciding which and how many factions we want, and finalizing their fleet lists. Are we sure that we can even DO the kind of modifications necessary to make moving factories, etc?

I think the official list of ships for I nert is a big one, because then we can give some method to his madness in terms of what ships to make...not that your current models are bad, of course, but setting guidelines can often be useful in streamlining things.
Reply #450 Top
Sort of on par with Keilworth here...The BFG team really needs to get a great skinner to make the models perfect, I'm sure there's a bunch of them somewhere on the forum so finding someone willing will really be essential.