Just a reminder that if you're looking for a very active community that is going to dive into this game, you should join us on Discord - discord.gg/6Tq3ut5 . A lot of Warhammer (and general strategy gaming) fans eagerly awaiting the release of BFG:A2. And you can follow me on Twitter to keep track of live streaming and Discord tourney / MP events as well - twitter.com/_PartyElite. Cheers!
Cross 111 if their synapse connections break down (like when big hive ships die) the smaller ships start reverting to their instinctive behaviour, same as when you kill the big gribbles on the ground the little gribbles loose coordination
When you kill their Hive Ship, you are essentially disrupting their synaptic web (similar to what happens when a Hive Tyrant is killed in fluff, or what happened to the Nids at Baal in a Warp Rift). This means that they will revert to animalistic behavior, hence the mutiny.
The Tyranid wearing the captain hat gets killed by his power hungry first mate, who then takes the captain hat for himself (or herself, Tyranids are not sexist and are quite progressive). After killing the previous captain (likely because the previous bug cheated at cards), the new insectoid captain takes his swashbuckling crew and hive ship on all sorts of merry adventures , seeking booty (figuretively and literally...Cadia sector beware). You can likely read about this in a series of books found on the black library.
Honestly with the right terrain and enough time. Ork vs Tyrannid is a endless war. Orks spawn shooms making more orcs, and tyrannids collect biomass from orcs making more tyrannids. Orkiest battle ever.
Well... The Orkz were bread to fight against the Necrons but on the other hand they are still fairly efficient against the nids. After all they thrive in giant, ongoing, devastating wars more than anywhere else, they are completely and utterly unpredictable, they are basically going to eat anything they come across (meaning that they are gonna get some biomass back from the nids), they can build some strange interpretation of modern weaponry with nothing but scratch, simply because they believe they can. Orkz have defended planets that the imperium simply would have given up and exterminatus'd, simply because Orkz don't look for a way to end fights as quickly as possible or to avoid them alltogether.
It's incredibly possible you've realized this since playing these matches, or maybe you're fully aware of it though it hasn't seemed like it to my eyes, but there's a recurring thing I keep seeing in your videos that I just don't grasp: going for maximum Range on macrobattery-based ships. Since you didn't play BFGA1 and the beta barely explains this to you, I figured it likely you just aren't aware, so bear with me, but there is a massive difference between maximum range and effective range in BFGA. Normal weapons in BFGA (as in, weapons that aren't tied to abilities) come in three basic types... Lances, which always hit and pierce armor; Rockets, which always hit but don't necessarily pierce armor; and Macrobatteries, which only hit a certain percentage of the time and don't necessarily pierce armor. Different factions have these in different amounts, for instance Chaos as a whole has a lot of lances while Orkz have a ton of macrobatteries, and it varies wildly on different ships... using the Imperial Navy as an example, a Gothic Cruiser is completely decked-out with lances, while an Avenger Grand Cruiser is completely decked out with Macrobatteries. As a general rule, Lances and Rockets, since they always hit, are better for plinking away and doing steady damage at range; while Macrobatteries usually have much higher potential damage but require that you be at a closer range, due to damage falloff from them missing at range. Different races have different values on how accurate they are with their Macrobatteries at range... all of them can hit just fine at near-point-blank range, but some of them fall off harder than others at longer range... as examples, Eldar are very high on accuracy and can hit about half the time even at the longest ranges, Humans are somewhere in the middle, and Orks have absolutely atrocious accuracy. Increasing the maximum range of a ship's weapons does not make them any more accurate, and it's important to understand this aspect of how macrobatteries work rather than falling into the trap of just looking at their damage output, their _maximum_ range and thinking this is reflective of their damage output at said range. The point of something like an Avenger Grand Cruiser from your prior Imperial Navy games, with its heavy assortment of purely macrobattery broadsides, is to pummel enemies with withering damage from close range where all of their damage will actually connect... trying to stay at a distance and shoot with them is entirely counterintuitive to how they're designed. But it would be appropriate with, say, a Gothic Cruiser, which only has lances and thus does consistent damage regardless of its range. These Ork ships, though they do have a single lance, have a fair amount of their normal armament vested in macrobatteries, which are absolutely useless on Ork ships beyond quite close ranges, as we can see in the video their cannons constantly struggle to hit anything. Fortunately with these specific ships, and I assume it was intentional, the overwhelming element of their firepower is in their small craft, which proved devastatingly effective at killing the Hiveship, but I suspect this general issue may be behind a lot of your issues with the Orks, since they are so overwhelmingly slanted towards macrobattery weapons in their arsenal and have absolutely abysmal accuracy.
Really? I thought the rockets, like scythe missile artillery, the kroot war sphere's launchers and the chaos missile launchers were just macro weapons by another name, with perhaps higher tracking of fast moving ships (I am not sure yet if macro batteries are "guided" in the game engine, but the kroot war sphere definitely seems to be). But generally, yeah. In this game, a lot of the ork capital ships have "heavy gunz" batteries, with a max range of 4500 units, 50% accuracy at that range, and 0 accuracy beyond that.
@@timmietimmins3780 I'm not 100% certain, what I call rocket-type weapons are probably the least numerous in the game, and like so many other things in BFGA 1 and 2 are incredibly poorly documented. You can see the homing quality on things like the Kroot Warsphere's missile launchers, or missile launchers on Chaos ships, that normal macrobatteries just don't have, and personally at least I've never seen those rockets miss, so I'm inclined to assume they home in with perfect accuracy. I could be wrong though, I'm a lot less confident on them than I am on lances and normal macrobatteries.
@@reeve1991 Yeah, I am absolutely not sure either. The kroot warsphere definitely does not autohit: it has accuracy rolloff with range as if it's a macro weapon, and I feel like it does noticeably more DPS at point blank range. So it's like a macro weapon in that sense. The projectiles are drawn as if they are hitting, but they are not all hitting in game logic. AT 13,500, they do less dps than at 4,500. But I am not even sure if macro batteries home in. They seem to have some sort of weak turning towards their target from what I recall, but I am not even sure. And that of course makes zero sense in the lore, but it would make a huge amount of sense for balancing purposes: Eldar corsairs should not just be incredibly fragile or incredibly durable depending on how good the controlling player is at driving them around constantly in a tiny circle (like you do in total war to give a single character like 95% missile resistance and completely break archer AI). And slower ships should not just take 15 times as much damage from macro cannons as eldar battleships, because they cannot bug out the AI gunners, like happens in total war warhammer I and II. It's a cool idea, but it just wrecks the game in a lot of ways, especially single player. I definitely notice that the kroot warsphere's missiles track, and I have definitely not been sure if imperial rounds still do damage if the ship moves out of the way. In games, there is often a difference between "what gets drawn" and "what happens", anyways, so I am by no means assuming that just because some macro rounds didn't visually impact the target, that means the target took no damage, or reduced damage. I know if something else moves into the way, they hit that instead, but I am really holding out hope that the designers were not stupid enough to make eldar ships which constantly change directions just ignore all macro battery fire at long range, but get wrecked by scythe missiles at long range, even though both weapons have pretty similar gunnery tables and costs associated with taking them. And have a newer eldar player who moves his ship in a straight line take 20 times as much damage as someone spam clicking to change direction. as well as just make single player AI useless at long range because it cannot exploit the AI gunnery predicting the future position of a ship perfectly based on speed and heading, but not hedging at all for the question "What if it changes directions".
@Allo That is what he said he was doing, and what he thought was appropriate, but it's also completely incorrect, in this game. Orks have two primary advantages against nids. First of all, they win any ramming engagments, with anyone, period. There is no one that can outram them when they play correctly and they either have "Annuver bridge" picked, or they simply haven't taken a bridge critical yet. And secondly, tyranids cannot defend against carriers while in melee combat, and orks CAN defend against carriers while in melee combat. Nid shields and point defenses are the same thing: nid shields go down? so do their point defenses. But also, you can force the enemy fleet to split by doing this, and isolated ships get crushed in a carrier v carrier battle. Furthermore, in the lore, people think Nids win boarding engagements. That's not the case in the game. It's a wash, really. Nids do have 50% stronger boarding actions, which is a big deal, and against much inferior boarding fleets, they can engage quicker due to frontal boarding pods. But they don't get lightning strikes, meaning ork ships be recrewed with lightning strikes, and each one of those recrews takes a full boarding action from a light cruiser or bigger, or it takes a carrier launch, to decrew the second time. Nids have a lot of front loaded boarding power, but they still rely on carrier superiority to really have staying power in longer fights against really tough boarding opponents like orks: as your boarding actions are 3 and done, and that's not enough against cheap well crewed ork vessels. And orks have a super large crew, so taking a ship out the first time is not easy. 18 boarding strength still needs a lot of boarding actions to take out a 21 crew (that's not total, that's per step of crew efficiency) ork battleship. And tyranids need a lot of time in 4500 range to get those boarding actions out. At which point, you just need to trade boarding actions for lightning strikes 1 for 1. Or the ork can use boarding torpedoes, or strike craft to recrew. And he almost certainly controls the local airspace around the downed ship, as orks outshoot tyranids hard at point blank. Orks are not going to beat the tyranids by decrewing their entire fleet, but they are going to be able to get some decrews on some key ships, and waagghh (spelling?) giving guaranteed crits on boarding actions is going to mess up some ships. and I haven't tested this, but I do believe that given escorts die to any critical hit, and waggh gives +100% crit chance, that should mean that lightning strikes, light cruiser to escort, should one shot enemy escorts when waagh is popped. But to play orks, you have to play to the ork game plan, which is a versatile game encompassing all the tactics that require 4500 range: boarding, ramming, shooting, and cutting smaller cruisers off from their carrier support so you can launch strike craft on them. You can't think "well, I am the closest range fleet in the game and probably the worst capping fleet in the entire game, but my opponent is also a close range fleet, so I am going to try and stay at range and play the capping game". You just don't win the capping game when your escorts cannot run silent, you have no high energy turn, and you don't have bombers to pick off isolated stuff your escorts have spotted. Tyranids win the capping game, easily.
I didn’t play BFGA1 but did play attention to it. This one just looks absolutely beautiful. And seeing the ships up close is awesome. Though I definitely see myself only playing Imperial. “PURGE THE HERETIC!” “FEAR NOT THE XENO!”
WAAAAAAAAAAAAAAGH! C'MON BOYZ, WE GOTZ US SOME SQUIGG LOOKIN' BUG GITS TA SMASH! AHAHAHAHAHAH! *Smashes big red acceleraty button with a Grot's bleeding face.*
I think the lore is that their ships are surrounded by millions of tiny organisms functioning as shields. Or the ships themselves use psychic shields like Zoanthropes. Can't remember which.
I guess, but then I kinda wished they way they implemented if it is the former in a different way, kinda like how they made how the eldar shields are implemented unique to other factions (unless they changed it in BFG2).
Maybe a bio mass gauge acting as shields/defensive swarm. The value is set by what bio ships you bring and what upgrades or specialisations they have. It might be good for short engagements but they become less effective in drawn out fights as they would be running out of bio mass. Also instead of normal shields, it kinda acts more like the eldar's holo fields where its a percentage chance that shots get through but is unaffected by movement speed but by how much bio mass they have left but maybe give them stronger hulls and hard points than eldar to differentiate them.
You keep losing as the orks because they have extremely poor accuracy at long range, and you keep playing them like a long range faction. You're treating a short range ramming faction as a long range sniping faction.
Also doesn't use any of his abilities, dude had two Nid ships in front of his coming right for him and didn't fire his Torps. I know its a bit late to comment but the guy just seems pretty meh at the game.
I think you sould use more boarding action, you keep trying to do lighting strikes but fail because the ennemy's void shields are up, boarding actions work even with shields up. An' Gork dammit, you're an Ork ! Ram dese freakin' ships of 'em !
I passed over BFGA1, but these videos of yours have on their own pretty much persuaded me to try out BFGA 2. I've been getting up super early UK time lately and they've been something lovely to watch with my first cup of tea :)
I'm glad these videos could be the biscuits to your morning tea =). If you're planning on trying it out, you might want to join our discord if you haven't already - there's a bunch of people who are looking forward to the game, and many of them are super helpful. We're a friendly people!
Don't forget that the Orks have that super good boarding efficiency. I'd highly reccomend setting them to auto-board ships they come near so as soon as their boarding action comes of CD they will go towards the nearest ship. I haven't played BGA2 yet but I did play the first one. if you can still click enemy ships and manually target their engines then your boarders will focus their actions there, shutting the engines of your foe off leaving them dead in the water for a supercharged ram from one of your super-boosting ships.
What happened to the Hiveship at 9:05? It went from full health to dead instantly. Is it because Tyranids lose their ships when all troops are lost and cannot have "drifting hulk" ships?
Orkz??? keeping distance? uhhh... somehow i don't think that's how they work I mean.. this is ORKZ we're talking here... with ships that love to RAM things and with LOTS of macro batteries... never enough dakka... but can't hit shit at long range So using them at long range is... er... interesting? but i dunno if that's the best idea...
The single thing that bugs me endlessly about the battle fleet gothic games is the lack of a vertical axis. Enjoy their story, love the ship designs but that blasted lack of a three dimensional fight in space just drives me up the friggin wall.
Im curious to how Tyrnids commit mutiny... They are all controlled by the same being... so, why would they fight eachother? It would be cooler if they maybe nerfed a few units but outright made them immune to mutiny.
When their main synapse creatures, the ones who link the swarm to the hize mind die, the lesser bioforms can become feral when they lose that linking presence, the same happening on the ships when the largest hive ships are destoryed or take too much damage does make sense.
If BFGA2 works similar with ork ship load-outs as first game, i remember fighter bays were really expensive compared to kannons. And kannons were scary in close range. Try Ork Kannon/ramming build.
Agreed, he uses the most expensive Battleship orks have (not counting rocks), so he can afford just 4 of them. If he wants launch bays, he should have them on cheaper ships. He should try something like 2 Deadnots (not Unki, but base ones or the other ones for 190 points), couple of Killas (he could just fill the whole army with them) and then maybe a ship with launchbays. With that loadout he should stay at point blank range (set all the ships to 3km range) and ram whenever possible. Ork ships are cheap and you can field a ton of them, but I suspect Mr. PartyElite doesnt believe his micromanagement skills to be capable of that, because he only uses small elite fleets all the time. Even if he wants to use just battleships, the other Deadnots are 50% cheaper and he could field more of them. And he should read reeve1991`s advice...
I’m relatively new to warhammer; how does one infiltrate a giant floating monster; I have to imagine that Tyranid ships wouldn’t have a lot of moving-around-room as they would likely just be like...pods or something for their ground troops right? Also how do a bunch of hive minded insect things mutiny? I guess they could just panic, but that doesn’t feel like a mutiny...
The inside of a Tyranid ship is a lot like a hive. It would be a very dangerous place, not just in terms of the Tyranid creatures trying to kill you but also the environment itself, but a determined enough boarding party would be able to cause severe damage if they were able to penetrate deep enough to hit the vital organs. Presumably the Space Marines would employ some kind of drill rocket pod, allowing them to pierce directly into the heart or brain for a quick surgical strike. As for how *Orks* would do that, well... keep chopping and shooting til there's nothing left to chop and shoot. Orks aren't known for their subtlety. :P In answer to the second question, Tyranid armies work on the basis of psychic links: normally the footsoldiers behave like wild beasts, but by linking up via hivemind to larger Tyranid creatures (called synapse creatures) they can co-ordinate. The synapse hivemind works as both a communications system and an obedience enforcer, as when the synapse creatures are killed their subordinates usually end up reverting to their base survival instincts (which are suppressed when under synaptic control) and rout en masse (in other words, they mutiny). Synapse creatures are the officers and commanders of the Tyranids and are to be considered high-priority targets.
I wish the in-game commentary lady would change based on the race you are playing. When playing Ork, it shouldn’t be: “The enemy has seized a strategic area.” It should be: “OI YA GITZ! DERE STEALIN’ OUR LOOTS!”
The game screwed up the Synapse design for Nids by making it far more punishing than beneficial. They are restricted to a single synapse ship in the fleet, the ship is clearly labeled for the enemy and if it dies, the army disintegrates quickly. That's a design for a scripted npc enemy, not a faction supposed to be playable in a pvp match.
nice focused boarding on the hive ship, killing a key unit like that was a devastating blow, as for ship upgrades more range is useless for orks, cos they cant hit for shit at a distance, focus on getting better assault action or faster ships (for ramming and close krumping) I’m not so familiar with how the fleet creation in BFG2 is, does changing your ork klan (or Space marine chapter or admech forgeworld ect) change the abilities of the ships? Does it unlock different upgrades? Or is it just aesthetic
i really wounder why you acctivate lock on in the start if the game. it should be allmost run out when you finally really get in the first fight contact so somehow useless or not?
Kind of - it's turn based strategy with a little bit of management stuff (upgrading ships, building more ships, upgrading planets you secure), and then fighting battles in real time, like this game!
Can somebody tell me what destroyed the Tyranid Hiveship at 9:18? I'm watching these videos to get a feel for how the game plays, and I'm considering a purchase. So I'm not nearly familiar enough with the game to understand what caused that hiveship to go from what seemed to be full HP to zero HP that quickly.
It seems he managed to kill all "crew" of that ship. Watch the number of "pops" next to the ships health. He did lots of lighting strikes (teleports) + he sent in boarding torpedos and boarding squadrons. Its actually a real deal in The BGA 2 now. In the first one, we didnt have it. Now, you can actually lose a ship becouse of this and it can be in a supreme condition. You can always repopulate it, but it seems tyranids dont have that function (or maybe becouse it was the main synapse ship for tyranids).
I also tryed this match up and completely anihilated the tyranids. (not ranked obviously) Just RAAAAAAAAAAAAAM THEM, BOOOOAAARD THEM, SMASH THE RED BUTTON AND SCREAM ALOT!
It makes some sense, perhaps with slight modifications. A hive ship is a huge organism. It communicates with the hive mind, but if it is in too much pain - or anger - the connection could be weakened and its behavior could change, i.e. it could try to run away from the horrible things hurting it or writhe in agony.
@@PartyElite Then it makes sense, knew they had that whole big ones are antennas for the small ones. But didn't know ships worked the same, since i mean ships are big and all.
Just a reminder that if you're looking for a very active community that is going to dive into this game, you should join us on Discord - discord.gg/6Tq3ut5 . A lot of Warhammer (and general strategy gaming) fans eagerly awaiting the release of BFG:A2. And you can follow me on Twitter to keep track of live streaming and Discord tourney / MP events as well - twitter.com/_PartyElite. Cheers!
boarding a giant space bug full of other space bugs... sounds like an ork thing to do
They are mushrooms after all. Its ok to feed on bugs.
*Accidentally rams the enemy*
*Destroys two enemy ships*
Ahhh, well... That worked
In true Ork fashion.
Got sum gribblie on me zoggin' windsheidl!
Nothing gets more Orky than that
"We want to keep our distance"
Boyz oive found da sneaky humie!! No proppa Ork would behaves like that! Get 'im!!
Hahaha the opinion was based on another Ork boy i wuz chattin wiv. He's the git you want!
LETZ GET IM BOYZ!
WHY YA WISPERIN YA GIT
WAAAAAAAAAAAAGGGGGGGGGGGHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!
oi u toothless git! All show yoo propah orkiness!
The only faction where boarding a tyranid ship makes perfect sense with.
WAAAAGH!
@@PartyElite scythes of emperor board them as well
‘Nonsense! Guardsmen prepare to board!”
@@helpmereach690subscribers3 omg. Could you imagine a commissar giving that order. Frankly I just take the bullet
boarding tyranid ship requires balls of adamantium.
@@jeanduhamel9101 the only people in the galaxy brave or dumb enough to board a bid ship is orks or space marines haha
"UH.. YOU SURE BOUT DIS BOSS?"
J amie SHUT YER YAP YA IGNORANT GIT, WE BE BOARDIN’ THAT GIANT SQUIGG LOOKIN’ THINGY ROIGHT HERE AND ROIGHT NOW!
OI! I GOTZ ME A KUNNIN' PLAN!
No it don't! You'z just gotta be Dead 'Ard, ya scrawny grot-lick!
How the hell can tyranids commit mutiny??
Cross 111 if their synapse connections break down (like when big hive ships die) the smaller ships start reverting to their instinctive behaviour, same as when you kill the big gribbles on the ground the little gribbles loose coordination
When you kill their Hive Ship, you are essentially disrupting their synaptic web (similar to what happens when a Hive Tyrant is killed in fluff, or what happened to the Nids at Baal in a Warp Rift). This means that they will revert to animalistic behavior, hence the mutiny.
Probably kill eachother for biomass
The Tyranid wearing the captain hat gets killed by his power hungry first mate, who then takes the captain hat for himself (or herself, Tyranids are not sexist and are quite progressive). After killing the previous captain (likely because the previous bug cheated at cards), the new insectoid captain takes his swashbuckling crew and hive ship on all sorts of merry adventures , seeking booty (figuretively and literally...Cadia sector beware). You can likely read about this in a series of books found on the black library.
ORKS IZ MEANT FOR FIGHTIN! YOU PRESS DA BIG RED BUTTON AND WAAAGH RIGHT UP THEM SQUIDS!
Imagine what an ork-looted Tyrannid ship would look like, heh. That captain who rammed two bio-ships was a dead propa orky git.
looted Tyrannid ships is nothing more than a large thanksgiving dinner.
Lore wise orks vs tyrannids is a match made in heaven.
Can you say why?
@@Chevalier_knight the orcs are basicly old one weapons made to deal with threats like... well nids xD
@@Chevalier_knight They are locked in combat ATM
Honestly with the right terrain and enough time. Ork vs Tyrannid is a endless war. Orks spawn shooms making more orcs, and tyrannids collect biomass from orcs making more tyrannids. Orkiest battle ever.
Well... The Orkz were bread to fight against the Necrons but on the other hand they are still fairly efficient against the nids. After all they thrive in giant, ongoing, devastating wars more than anywhere else, they are completely and utterly unpredictable, they are basically going to eat anything they come across (meaning that they are gonna get some biomass back from the nids), they can build some strange interpretation of modern weaponry with nothing but scratch, simply because they believe they can. Orkz have defended planets that the imperium simply would have given up and exterminatus'd, simply because Orkz don't look for a way to end fights as quickly as possible or to avoid them alltogether.
It's incredibly possible you've realized this since playing these matches, or maybe you're fully aware of it though it hasn't seemed like it to my eyes, but there's a recurring thing I keep seeing in your videos that I just don't grasp: going for maximum Range on macrobattery-based ships. Since you didn't play BFGA1 and the beta barely explains this to you, I figured it likely you just aren't aware, so bear with me, but there is a massive difference between maximum range and effective range in BFGA. Normal weapons in BFGA (as in, weapons that aren't tied to abilities) come in three basic types... Lances, which always hit and pierce armor; Rockets, which always hit but don't necessarily pierce armor; and Macrobatteries, which only hit a certain percentage of the time and don't necessarily pierce armor. Different factions have these in different amounts, for instance Chaos as a whole has a lot of lances while Orkz have a ton of macrobatteries, and it varies wildly on different ships... using the Imperial Navy as an example, a Gothic Cruiser is completely decked-out with lances, while an Avenger Grand Cruiser is completely decked out with Macrobatteries.
As a general rule, Lances and Rockets, since they always hit, are better for plinking away and doing steady damage at range; while Macrobatteries usually have much higher potential damage but require that you be at a closer range, due to damage falloff from them missing at range. Different races have different values on how accurate they are with their Macrobatteries at range... all of them can hit just fine at near-point-blank range, but some of them fall off harder than others at longer range... as examples, Eldar are very high on accuracy and can hit about half the time even at the longest ranges, Humans are somewhere in the middle, and Orks have absolutely atrocious accuracy. Increasing the maximum range of a ship's weapons does not make them any more accurate, and it's important to understand this aspect of how macrobatteries work rather than falling into the trap of just looking at their damage output, their _maximum_ range and thinking this is reflective of their damage output at said range. The point of something like an Avenger Grand Cruiser from your prior Imperial Navy games, with its heavy assortment of purely macrobattery broadsides, is to pummel enemies with withering damage from close range where all of their damage will actually connect... trying to stay at a distance and shoot with them is entirely counterintuitive to how they're designed. But it would be appropriate with, say, a Gothic Cruiser, which only has lances and thus does consistent damage regardless of its range. These Ork ships, though they do have a single lance, have a fair amount of their normal armament vested in macrobatteries, which are absolutely useless on Ork ships beyond quite close ranges, as we can see in the video their cannons constantly struggle to hit anything. Fortunately with these specific ships, and I assume it was intentional, the overwhelming element of their firepower is in their small craft, which proved devastatingly effective at killing the Hiveship, but I suspect this general issue may be behind a lot of your issues with the Orks, since they are so overwhelmingly slanted towards macrobattery weapons in their arsenal and have absolutely abysmal accuracy.
Really? I thought the rockets, like scythe missile artillery, the kroot war sphere's launchers and the chaos missile launchers were just macro weapons by another name, with perhaps higher tracking of fast moving ships (I am not sure yet if macro batteries are "guided" in the game engine, but the kroot war sphere definitely seems to be).
But generally, yeah. In this game, a lot of the ork capital ships have "heavy gunz" batteries, with a max range of 4500 units, 50% accuracy at that range, and 0 accuracy beyond that.
@@timmietimmins3780 I'm not 100% certain, what I call rocket-type weapons are probably the least numerous in the game, and like so many other things in BFGA 1 and 2 are incredibly poorly documented. You can see the homing quality on things like the Kroot Warsphere's missile launchers, or missile launchers on Chaos ships, that normal macrobatteries just don't have, and personally at least I've never seen those rockets miss, so I'm inclined to assume they home in with perfect accuracy. I could be wrong though, I'm a lot less confident on them than I am on lances and normal macrobatteries.
@@reeve1991 Yeah, I am absolutely not sure either. The kroot warsphere definitely does not autohit: it has accuracy rolloff with range as if it's a macro weapon, and I feel like it does noticeably more DPS at point blank range. So it's like a macro weapon in that sense. The projectiles are drawn as if they are hitting, but they are not all hitting in game logic. AT 13,500, they do less dps than at 4,500.
But I am not even sure if macro batteries home in. They seem to have some sort of weak turning towards their target from what I recall, but I am not even sure.
And that of course makes zero sense in the lore, but it would make a huge amount of sense for balancing purposes: Eldar corsairs should not just be incredibly fragile or incredibly durable depending on how good the controlling player is at driving them around constantly in a tiny circle (like you do in total war to give a single character like 95% missile resistance and completely break archer AI). And slower ships should not just take 15 times as much damage from macro cannons as eldar battleships, because they cannot bug out the AI gunners, like happens in total war warhammer I and II. It's a cool idea, but it just wrecks the game in a lot of ways, especially single player.
I definitely notice that the kroot warsphere's missiles track, and I have definitely not been sure if imperial rounds still do damage if the ship moves out of the way. In games, there is often a difference between "what gets drawn" and "what happens", anyways, so I am by no means assuming that just because some macro rounds didn't visually impact the target, that means the target took no damage, or reduced damage.
I know if something else moves into the way, they hit that instead, but I am really holding out hope that the designers were not stupid enough to make eldar ships which constantly change directions just ignore all macro battery fire at long range, but get wrecked by scythe missiles at long range, even though both weapons have pretty similar gunnery tables and costs associated with taking them. And have a newer eldar player who moves his ship in a straight line take 20 times as much damage as someone spam clicking to change direction. as well as just make single player AI useless at long range because it cannot exploit the AI gunnery predicting the future position of a ship perfectly based on speed and heading, but not hedging at all for the question "What if it changes directions".
@Allo That is what he said he was doing, and what he thought was appropriate, but it's also completely incorrect, in this game.
Orks have two primary advantages against nids. First of all, they win any ramming engagments, with anyone, period. There is no one that can outram them when they play correctly and they either have "Annuver bridge" picked, or they simply haven't taken a bridge critical yet.
And secondly, tyranids cannot defend against carriers while in melee combat, and orks CAN defend against carriers while in melee combat. Nid shields and point defenses are the same thing: nid shields go down? so do their point defenses. But also, you can force the enemy fleet to split by doing this, and isolated ships get crushed in a carrier v carrier battle.
Furthermore, in the lore, people think Nids win boarding engagements. That's not the case in the game. It's a wash, really. Nids do have 50% stronger boarding actions, which is a big deal, and against much inferior boarding fleets, they can engage quicker due to frontal boarding pods.
But they don't get lightning strikes, meaning ork ships be recrewed with lightning strikes, and each one of those recrews takes a full boarding action from a light cruiser or bigger, or it takes a carrier launch, to decrew the second time. Nids have a lot of front loaded boarding power, but they still rely on carrier superiority to really have staying power in longer fights against really tough boarding opponents like orks: as your boarding actions are 3 and done, and that's not enough against cheap well crewed ork vessels.
And orks have a super large crew, so taking a ship out the first time is not easy. 18 boarding strength still needs a lot of boarding actions to take out a 21 crew (that's not total, that's per step of crew efficiency) ork battleship. And tyranids need a lot of time in 4500 range to get those boarding actions out. At which point, you just need to trade boarding actions for lightning strikes 1 for 1. Or the ork can use boarding torpedoes, or strike craft to recrew. And he almost certainly controls the local airspace around the downed ship, as orks outshoot tyranids hard at point blank.
Orks are not going to beat the tyranids by decrewing their entire fleet, but they are going to be able to get some decrews on some key ships, and waagghh (spelling?) giving guaranteed crits on boarding actions is going to mess up some ships. and I haven't tested this, but I do believe that given escorts die to any critical hit, and waggh gives +100% crit chance, that should mean that lightning strikes, light cruiser to escort, should one shot enemy escorts when waagh is popped.
But to play orks, you have to play to the ork game plan, which is a versatile game encompassing all the tactics that require 4500 range: boarding, ramming, shooting, and cutting smaller cruisers off from their carrier support so you can launch strike craft on them. You can't think "well, I am the closest range fleet in the game and probably the worst capping fleet in the entire game, but my opponent is also a close range fleet, so I am going to try and stay at range and play the capping game". You just don't win the capping game when your escorts cannot run silent, you have no high energy turn, and you don't have bombers to pick off isolated stuff your escorts have spotted. Tyranids win the capping game, easily.
@@timmietimmins3780 Spelling? You mean WAAAAAAAAAAAAAAAAGH!
Merry Slaaneshmas everyone!
Found a serious heresy here XD
Merry Slaaneshmas indeed!
NO! ITZ MERRY GORKMAS
By the man emperor this is heresy
The close-up on the Tyranid ship was...wow, for a moment, I felt like it was coming straight for me.
Orc engineer: "Let´s paint it red, so it will be faster."
And the best thing IS that because every ork believes red things go faster, they actualy do
I didn’t play BFGA1 but did play attention to it. This one just looks absolutely beautiful. And seeing the ships up close is awesome. Though I definitely see myself only playing Imperial.
“PURGE THE HERETIC!”
“FEAR NOT THE XENO!”
Sophie's choice: You either have a Cockroach problem, or a Mold problem.
No matter who wins, the Materium loses
I put my money on a loss there and the minute you engaged each other I just thought "well, I've just lost money."
WAAAAAAAAAAAAAAGH! C'MON BOYZ, WE GOTZ US SOME SQUIGG LOOKIN' BUG GITS TA SMASH! AHAHAHAHAHAH! *Smashes big red acceleraty button with a Grot's bleeding face.*
Kinda feels weird that tyranids have shields. Was kinda expecting no shields with high hull regeneration.
I think the lore is that their ships are surrounded by millions of tiny organisms functioning as shields. Or the ships themselves use psychic shields like Zoanthropes. Can't remember which.
I guess, but then I kinda wished they way they implemented if it is the former in a different way, kinda like how they made how the eldar shields are implemented unique to other factions (unless they changed it in BFG2).
Yeah it's the millions of tiny organisms. Should've been permanent reduction of shields or something to set them apart, maybe?
Maybe a bio mass gauge acting as shields/defensive swarm. The value is set by what bio ships you bring and what upgrades or specialisations they have. It might be good for short engagements but they become less effective in drawn out fights as they would be running out of bio mass.
Also instead of normal shields, it kinda acts more like the eldar's holo fields where its a percentage chance that shots get through but is unaffected by movement speed but by how much bio mass they have left but maybe give them stronger hulls and hard points than eldar to differentiate them.
Also they should have resistance to fires on board
You keep losing as the orks because they have extremely poor accuracy at long range, and you keep playing them like a long range faction. You're treating a short range ramming faction as a long range sniping faction.
Also doesn't use any of his abilities, dude had two Nid ships in front of his coming right for him and didn't fire his Torps. I know its a bit late to comment but the guy just seems pretty meh at the game.
Boarding a nid ship.
That sounds like the most suicidal idea ever.
I think you sould use more boarding action, you keep trying to do lighting strikes but fail because the ennemy's void shields are up, boarding actions work even with shields up. An' Gork dammit, you're an Ork ! Ram dese freakin' ships of 'em !
I passed over BFGA1, but these videos of yours have on their own pretty much persuaded me to try out BFGA 2. I've been getting up super early UK time lately and they've been something lovely to watch with my first cup of tea :)
I'm glad these videos could be the biscuits to your morning tea =).
If you're planning on trying it out, you might want to join our discord if you haven't already - there's a bunch of people who are looking forward to the game, and many of them are super helpful. We're a friendly people!
Don't forget that the Orks have that super good boarding efficiency. I'd highly reccomend setting them to auto-board ships they come near so as soon as their boarding action comes of CD they will go towards the nearest ship. I haven't played BGA2 yet but I did play the first one. if you can still click enemy ships and manually target their engines then your boarders will focus their actions there, shutting the engines of your foe off leaving them dead in the water for a supercharged ram from one of your super-boosting ships.
Oh nice, some nids! Thanks PE! It was really cool to see you pull out the Orks, another faction we haven't seen much of.
looks like Inquisitor Kryptman doing a great job luring to nids to orks
Not gonna completely spoil my definitely good strategy but my tyranid fleet is called "the thousand claws"
I'm a simple man. I see lightning being shot, I play that faction. Lucky me, that faction is greenskins and I just LOVE them.
would love to see more BFGA 2 once its released. And yes id like too see more Orks
Definitely will be happening on this channel
What happened to the Hiveship at 9:05? It went from full health to dead instantly. Is it because Tyranids lose their ships when all troops are lost and cannot have "drifting hulk" ships?
Orkz??? keeping distance? uhhh... somehow i don't think that's how they work
I mean.. this is ORKZ we're talking here... with ships that love to RAM things
and with LOTS of macro batteries... never enough dakka... but can't hit shit at long range
So using them at long range is... er... interesting? but i dunno if that's the best idea...
I loved when his ship hit the red button before going drifting, making it a possible moving bomb!
But damn when he did smash into the other ship it was DEVESTATING.
The single thing that bugs me endlessly about the battle fleet gothic games is the lack of a vertical axis. Enjoy their story, love the ship designs but that blasted lack of a three dimensional fight in space just drives me up the friggin wall.
This was a crazy game! The nid player did so well but that charge on those 2 ships was da most Ork fing I eva seen in mah loyfe!
The spirit of how you're playing orks: "why isn't my birdshot load killing that guy across the map?!??" You're playing a shotgun class like a sniper.
Here we see the orks doing some sneaky stabbin
lol, planning on a Tyranid morale break XD
"Straight out of Alien"...you're not wrong. They do have that kind of H.R. Gieger aesthetic to them.
wow those ork ships turn like 10 ton trucks!
DAT WAZ SOME PROPA FIGHTIN' ! AN' YA ACTUALY WON! UN-ZOGGING-BELIEVABLE!
DAT RAM! DAT'Z SOME ZOGGING FINE WORK!
I didn't even know this was a game until now!
Im curious to how Tyrnids commit mutiny... They are all controlled by the same being... so, why would they fight eachother? It would be cooler if they maybe nerfed a few units but outright made them immune to mutiny.
When their main synapse creatures, the ones who link the swarm to the hize mind die, the lesser bioforms can become feral when they lose that linking presence, the same happening on the ships when the largest hive ships are destoryed or take too much damage does make sense.
The dream is a warhammer fantasy game like that. Similar to total war warhammer but only 1v1 / team competitive!:)
Well damn this game has grabbed my attention hard
If BFGA2 works similar with ork ship load-outs as first game, i remember fighter bays were really expensive compared to kannons. And kannons were scary in close range.
Try Ork Kannon/ramming build.
Agreed, he uses the most expensive Battleship orks have (not counting rocks), so he can afford just 4 of them. If he wants launch bays, he should have them on cheaper ships. He should try something like 2 Deadnots (not Unki, but base ones or the other ones for 190 points), couple of Killas (he could just fill the whole army with them) and then maybe a ship with launchbays. With that loadout he should stay at point blank range (set all the ships to 3km range) and ram whenever possible. Ork ships are cheap and you can field a ton of them, but I suspect Mr. PartyElite doesnt believe his micromanagement skills to be capable of that, because he only uses small elite fleets all the time. Even if he wants to use just battleships, the other Deadnots are 50% cheaper and he could field more of them. And he should read reeve1991`s advice...
Salvaging a nid ship. Just slapping tentacles on acid on the side of their ork ships
Oi taktics is for the humies! NO!! You gotz to get da boyz in a big clump and you smash everythingz in the wayz at once!!!
I’m relatively new to warhammer; how does one infiltrate a giant floating monster; I have to imagine that Tyranid ships wouldn’t have a lot of moving-around-room as they would likely just be like...pods or something for their ground troops right?
Also how do a bunch of hive minded insect things mutiny? I guess they could just panic, but that doesn’t feel like a mutiny...
Fly a drop pod down the throat and start stabbing it in the pancreas.
The inside of a Tyranid ship is a lot like a hive. It would be a very dangerous place, not just in terms of the Tyranid creatures trying to kill you but also the environment itself, but a determined enough boarding party would be able to cause severe damage if they were able to penetrate deep enough to hit the vital organs. Presumably the Space Marines would employ some kind of drill rocket pod, allowing them to pierce directly into the heart or brain for a quick surgical strike. As for how *Orks* would do that, well... keep chopping and shooting til there's nothing left to chop and shoot. Orks aren't known for their subtlety. :P
In answer to the second question, Tyranid armies work on the basis of psychic links: normally the footsoldiers behave like wild beasts, but by linking up via hivemind to larger Tyranid creatures (called synapse creatures) they can co-ordinate. The synapse hivemind works as both a communications system and an obedience enforcer, as when the synapse creatures are killed their subordinates usually end up reverting to their base survival instincts (which are suppressed when under synaptic control) and rout en masse (in other words, they mutiny). Synapse creatures are the officers and commanders of the Tyranids and are to be considered high-priority targets.
I wish the in-game commentary lady would change based on the race you are playing. When playing Ork, it shouldn’t be:
“The enemy has seized a strategic area.”
It should be:
“OI YA GITZ! DERE STEALIN’ OUR LOOTS!”
Mek boyz first rule : if it lookz stoopid but werkz, it ain't stoopid.
the best thing about ork vehicles is the only reason they fly or work is because they believe in them hard enough that they do work
those Tyrnid ships are huge and very creepy
Space bugs VS Angry Mushrooms
The game screwed up the Synapse design for Nids by making it far more punishing than beneficial. They are restricted to a single synapse ship in the fleet, the ship is clearly labeled for the enemy and if it dies, the army disintegrates quickly. That's a design for a scripted npc enemy, not a faction supposed to be playable in a pvp match.
It's not that hard to cover that weakness.
God forbid you actually try to protect your shit
This looks pretty good
Omg I just can't get over orks boarding them
A patchy player base in terms of faction skills. Enjoyed the encounter, but I think your opponent answered a phonecall at one point!
nice focused boarding on the hive ship, killing a key unit like that was a devastating blow, as for ship upgrades more range is useless for orks, cos they cant hit for shit at a distance, focus on getting better assault action or faster ships (for ramming and close krumping)
I’m not so familiar with how the fleet creation in BFG2 is, does changing your ork klan (or Space marine chapter or admech forgeworld ect) change the abilities of the ships? Does it unlock different upgrades? Or is it just aesthetic
I love the orcs but it is soooo aggravating to get kited arround by nearly all the other races!
The Tyranids are a very terrifying foe
When the Tryinads comment an mutiny
Everyone:wut?
i really wounder why you acctivate lock on in the start if the game. it should be allmost run out when you finally really get in the first fight contact so somehow useless or not?
What's the skill cap for Tyranids? Difficult to play? I just like the idea of space straws for orc slurpies.
10:03 That charge was awesome! Nice job! The only good tyranid is a dead tyranid.
You should ram them, orks are more durable and powerful in close combat.
Tyranids and Orks. Both are fleets you usually wanna keep your distance from. But what if they face each other?
If you got eaten, you just boarded the tyranid
That's thinkin like an ork!
"Tyranids are sneaky *bug*gers"
hah.
why do tyranids have a mutiny function? aren't they hive-mind?
Yes, but the mutiny is a result of losing connections to the higher levels of the network!
Ork ships are essentially Minmatar ships from EVE
So Tyranids can give creatures the size of a car Synapse control, but not something a few miles wide?
6:24 thumbnail GIF
a really nice monster you got there
thanks me later
Tyrannids having moral oO
Game looks good, but the HUD on the first one was better.
10:00: PartyElite accidently uses the Orks as they should be used.
Happy little accidents
Mutiny? On a Tyrinid ship?!
those are Nids? I mean, where is the swarm?
this game is gorgeous
awesome play
@PartyElite. Did you ever manage to make a Ramming Fleet Video. Where your Supposed to Ram as your Primary source of damage. :)
Unfortunately, not with this round of the beta! The next one will have me trying it!
Just a thought: What would it be like if the Skaven were in the Warhammer 40k universe?
join the chaos?
This comany needs to make a Total war style game some day and swap the navel battles to space.
I really wish they would put a turn based option in. Deadlock is more like the table-top sad to say, minus the factions.
floating scrapmetal vs floating meat
Waaagh has a guttural sound to it. Like Varg. Waargh.
Please tell me the UI design will get something of an update
hey guys, being a WH scrub that i am, i'm curious. what is that ship thing at the background on 5:14?
God this game lookds awesome, so im guessing the campaign is a turned based grand strategy game?
Kind of - it's turn based strategy with a little bit of management stuff (upgrading ships, building more ships, upgrading planets you secure), and then fighting battles in real time, like this game!
Can somebody tell me what destroyed the Tyranid Hiveship at 9:18? I'm watching these videos to get a feel for how the game plays, and I'm considering a purchase. So I'm not nearly familiar enough with the game to understand what caused that hiveship to go from what seemed to be full HP to zero HP that quickly.
It seems he managed to kill all "crew" of that ship. Watch the number of "pops" next to the ships health. He did lots of lighting strikes (teleports) + he sent in boarding torpedos and boarding squadrons.
Its actually a real deal in The BGA 2 now. In the first one, we didnt have it. Now, you can actually lose a ship becouse of this and it can be in a supreme condition. You can always repopulate it, but it seems tyranids dont have that function (or maybe becouse it was the main synapse ship for tyranids).
@@Alex13501 Ah, I see. I saw the boarding craft, but I didn't realize that is what they were. I thought maybe they were fighters or bombers. Thanks.
Wait, how does low morale and mutiny even work with Tyranids?
if large tyranid bio-froms die, the smaller ones lose they syanpse with the hive-mind, which causes them to become mindless animals
I pre-ordered this game but it won't let me play it, how did you get this game in Early Access?
So, Orcs are basically Minmatar of W40k universe?
ork tech is powered by their imagination.
how can Tyranids muntiy they are a hive mind species
It's when they lose connection to the hive mind and return to their base instincts
@@PartyElite that makes sense
@@PartyElite Lose connection? Looks like these Nids need STRONGER WIFI!
why to tyranids have shields?
They're "bio-shields" - that is to say, a million lesser 'nids flying around the bigger ship to stop shots that are coming in.
Very interesting. Not played before- finding the voices annoying, can you turn them down and sound effects up?
everytime i hear orcs i think of the vb long neck guy
I also tryed this match up and completely anihilated the tyranids. (not ranked obviously) Just RAAAAAAAAAAAAAM THEM, BOOOOAAARD THEM, SMASH THE RED BUTTON AND SCREAM ALOT!
Will this have a story mode?
Don't think tyranids should have the morale function. They are a hivemind aren't they?
Tyranid morale is tied to their synapse ships
Yeah it's representative of the synapses breaking when their morale drops.
It makes some sense, perhaps with slight modifications. A hive ship is a huge organism. It communicates with the hive mind, but if it is in too much pain - or anger - the connection could be weakened and its behavior could change, i.e. it could try to run away from the horrible things hurting it or writhe in agony.
@@PartyElite Then it makes sense, knew they had that whole big ones are antennas for the small ones. But didn't know ships worked the same, since i mean ships are big and all.
Orks will have fun, tyranids - will have meal (they like fresh mushrooms) )))