Friday, November 13, 2009

BFG Fleet Overview: Necron



I plan for this post to be the first in a series of analysis of the various fleets in BFG. I want to start with Necrons for two reasons. Firstly, the Necrons are rated one of the strongest fleet in BFG. While most of us may not play BFG Necron ourselves, I do think it helps to understand how tough they can be so when we build our own fleet, we will continue to keep them in mind. Secondly, I am helping a friend start a Necron fleet and thus I have to apply some thoughts and focus for my recommendations.

Firstly, lets look at what the Necrons can do in the movement phase. They are a particularly fast fleet, their cruisers have 30 cm movements and their escorts move 40-50 cm. Their battleship though only move 20 cm, which is pretty average. Another aspect of their speed is where the standard All Ahead Full (AAF) special movement order generates an additional 4D6 cm (4-24 cm) in movements with no turns allowed, Necrons ' AAF is D6 x10 cm (10-60 cm) and a turned is allowed every 20 cm moved. For Necron players, their enhanced speed allow for faster closings and faster exits from the encounter. For playing against Necrons, this will necessitate concentrated shooting to inflict all the damage while you can.

In the shooting phase, all Necron attacks are particularly powerful, especially against all Eldars. Their batteries are called lightning arcs that always consider their targets as closing (the most favorable aspect compared to moving away and abeam). In addition, lightning arc attacks are not affected by the negative column shift modifier of Eldar holofields or Dark Eldar shadowfields. However, as it stands, no Necron ships has lightning arc with a range more than 30cm. The Necron lances are called gauss particle whips what can bypass shields on a to hit roll of 6. I think this sounds better than it actually works because most of us always fire our batteries before our lances, using batteries to take down shields prior to lances shooting. Holofields and shadowfields usually allow 2+ saves against lances but this is not allowed against gauss particle whip. Currently gauss particle whips are only available on capital ships with 45cm ranges. Necron main capital ships (tombships and scythes) are also armed with a unique weapon called the star pulse generator. With each star pulse generator all enemy ships and ordnance within 20 cm receive one hit against its facing armor (or 4+ for each ordnance marker, not wave) and once again, holofields and shadowfields offer no saves. Given these three weapons, Necron players should start with lightning arc batteries (when there are a minimal number of blast markers are in play to be negative modifiers), then the star pulse generator (not affected by blast markers but must roll against armor) , and then gauss particle whips (which only require a 4+ to hit and so best applied once shields are down).

One other special weapon available only as an upgrade for Necron cairn tombship is the sepulchre. The sepulchre destroys each ordnance marker (not waves) within 20 cm on a 4+. The sepulchre can also force a leadership test of one enemy ship within 20 cm. If the leadership test is failed, that ship suffers a permanent -1 to its leadership value for the game and cannot go on any special order, including Brace For Impact (BFI), until the end of the ship owner's next turn. For those facing against a Necron tombship, keep low leadership ships more than 20 cm away if possible or squadron them to maximize leadership values. In addition, since both the tombship and the line cruiser scythe are also armed with the star pulse generator, ordnance attacks should only be conducted within attack range so as not to leave ordnance markers on the table to be attacked.

In the end phase, Necron ships armed portals can make additional teleport attacks over the standard of 1 based on the number of portals they are armed with (3 for tombships, 2 for scythes and 1 for jackal escorts). The teleport attack restrictions of 10 cm range and no functional defensive shields remain in play but the restriction that the target must have less remaining hull points than the attacker is waved (though jackals can only attack ships with current hull points of 6 or less)


Tomb ship model by Asmodean GothiComp05 submission.


Against enemy shootings instead of shields Necron ships have saves, 4+ for tombships, 5+ for cruisers, and 6+ for escorts. In addition all Necron ships have an intrinsic all around armor of 6! Both of these make a Necron ship a very tough nut to crack. And if they have to go on Brace For Impact (BFI) their saves go to 2+ though this does reduce their armor to 4+. I have looked at this to determine whether it would be more effective to attack Necron ships with lances first, and then if they go on BFI and lower their armor to allow follow up batteries or ordnance attack to be more effective. It doesn't.

tomb ships gain nothing to brace against batteries; it stay at 3/36 per battery die
cruisers go from base of 4/36 to 3/36
escorts go from 5/36 to 3/36

against lances tomb ships go from base of 3/12 to 1/12 per lance die
cruisers go from base of 4/12 to 1/12
escorts go from base of 5/12 to 1/12


With a tomb ship, if batteries fire first, BFI really doesn't help so I would decide to brace based on the number of lance attacks. With a cruiser or escorts the gains of BFI against batteries fire is marginal, so I wouldn't brace if batteries fire first and again wait for the lance attacks. If lances fire first, I would decide on brace, which might later reduce ever so slightly battery attacks.
I am not sure it makes that much of a difference on analysis but I can see how firing batteries first might eek out a few additional hits. Thus when shooting against Necrons, I think it would be easier just to keep the usual order of batteries attack first, followed by lances.

The Necrons uses a different critical hit table which make them a bit more at risk for weapon failures and permanent leadership loss. This might be exploited by assault boats attacks and bombardment cannons, typical of Space Marine attacks. Also worth noting is that there are no Necron ordnance whatsoever; no torpedoes and no attack crafts. Necrons will use both turrets and the star pulse generator defensively in lieu of ordnance for defense or offense.

When choosing any fleet, the first question is what is your main stay ship class, battleship, cruisers, or escorts. As previously alluded to, there are no Necron carriers. One tomb ship battlship with a sepulchre is the same points as 2 scythes. Though a tomb ship has only 12 hits to the 2 scythes 16 hits total, its 4+ saves to the scythe 5+ saves make them fairly equivalent in durability. The tomb ship can field more lighting arc batteries but 2 scythes have more gauss particle whips and portals, and using 2 models will also extend the effective range and attacks of the star pulse generator. Given also that a tomb ship can only be taken for each scythes, it appears to me the scythe is the mainstay of the Necron fleet. The other Necron cruiser is a light cruiser with only 4 hits, only lighting arc batteries and 1 turret makes it a support vessel rather than a ship of the line. As a support vessel though it will grant the Necron player an additional +1 leadership (making the total modifier +2) for special order tests when there is an enemy ship on special order as well. Despite the 6+ armor the 6+ saves value for escorts make them the most vulnerable component of the Necron fleet. Of the two, the jackal is the superior escort as you get more for the points: 200 points with 4 jackal raiders get you 16 points of lightning arc batteries and a total of 8 teleport attacks that can be applied against ships with 6 hit points remaining whereas only 15 points of lightning arc batteries with 5 dirge raiders. I don't see the faster dirges make up the difference in value when compared to the jackal raider.

One last consideration. Necron capital ship destroyed but not a drifting hulk counts as twice its cost for Victory Points and thrice if destroyed and left as drifting hulk. More so than against other fleets, at least in VPs, it pays to concentrate your fire against Necron capital ships.

Cross Posted at Bell of Lost Souls

Friday, September 18, 2009

BFG Tactic: How to inflict damage

Before I get further into each fleet list, I want to go over how, in game terms, you inflict damage on your opponent ships. In each and every phase of the game there is an opportunity to inflict damage. How is that for a wargame!

Movement phase.
To inflict some hurt while moving, you have to ram. To ram a ship must first pass a special leadership test to go on “All Ahead Full.” Then if the movement takes into base to base contact, a leadership test is immediately required to actually hit the target ship. This leadership test is easier when ramming a larger ship and harder when ramming a smaller ship. The result of ramming is a number of dice used to inflict damage; the number being dependent on size of ship. Shields are ineffective against ramming. Both ships are at risk for being damaged but if rammed in the side or rear, the rammed ship will likely take more damage than the ramming ship. Once ramming attack is completed, the ramming ship must move forward and completes its remaining move. However, a ship can only make one ramming attack per phase. Note that since ramming requires base to base contact, cruisers may opt to be on a large flying base rather than small ones, and thus increase its ability to ram. Obviously doing so will make it more vulnerable to ordnance attacks.

To inflict some hurt while your opponent is moving, you must have deployed ordnance attacks (torpedoes or bombers) in the path of his ship. Once in contact, ordnance attack is immediate.


Tau Emissaries by Lord Chronos, heat winner from GothiComp 08.

Shooting phase.
Always start shooting with batteries rather than lances. Each hits (whether damages is inflicted or not) typically leaves a blast marker on your target. Battery weapon effectiveness will be degraded if it has to fire at or through any blast marker. Since shooting is by one ship or squadron at a time, batteries based ships should fire first, mixed battery-lance ships should be in squadrons, and lances should be used to finish the destruction.

To increase a ship’s shooting effectiveness, consider rolling for that ship to go on special order “Lock On.” This will allow the ship to re-roll all misses. However, all special orders, except for one, must be declared at the beginning of the movement phase, so a little forethought is required.

The one exception to when to check for special order test is the special order “Brace for Impact!” Bracing can be tested for against any attacks made by your opponent, thus this is typically during your opponent’s shooting phase but can also be tested for during his movement phase (against ramming) or the shared ordnance phase, or the shared end phase. Bracing gives your ship a 4+ save against each damage inflicted but must be declared and test for before the number of actual damages inflicted is determined. Note that a failure to brace against one ship’s attack does not prevent rechecking when another ship attacks whether it be against the ship that previously failed a Brace for Impact test or another ship that has not even tested. In general, if you estimate that there is a reasonable chance your ship will be crippled in the entirety of your opponent shooting phase, not just from this one ship currently attacking, you should consider going on Brace for Impact.

One amusing target for attack during shooting, as well as during the ordnance phase, is to attack your opponent’s hulks. A lucky roll may cause it to explode and engulf surrounding ships with equivalent of lance attacks (4+ to damage). Note though that any ships within range can be damaged by such a blast, yours and his. If your ships are more resilient against such attacks, say by having hollofields or with active saves, it might make tactical sense as well.


Eldritch Path Thousand Sons Acheron by Giulio DDM, final winner of GothiComp 08.

The Ordnance Phase.
The decision to launch ordnance must be made at the beginning of the movement phase. This is because other than the launching of ordnance is free the first time and does not require the special order “Reload Ordnance.” Every subsequent launches require the special order to be passed and this has to be declared at the beginning of the movement phase.

Since the ordnance phase is shared, once you are done with moving your ordnance, your opponent will get to move his. Thus the first thing I do is use my fighters to take out his ordnance. This will clear the board for my ordnance to move and attack. Note that bombers or assault boats can take out an equal number of enemy fighter. This might come into consideration because a) he cannot reload ordnance until his own movement phase, b) he might fail his reload test and thus his other planned special orders as well and c) you might want to sacrifice some attack craft so that others may reach their target.

Since most torpedoes cannot maneuver and must move directly forward, I typically attack with my torpedoes first. Defensive turrets can only defend against either torpedoes or attack crafts. If there are threatening bombers within reach, your opponent will have to decide whether to waste his turrets against less effective torpedoes or save them for against a more vicious bomber/assault boat attack that may never come! Next I direct the bombers to their target. Unlike torpedoes, bombers can attack any enemy ship within range. Assault boats are killer against escorts but are less likely to kill capital ships. The basic assault boat attack has a 5 in 6 chance of taking out an escort. I save them till the end to finish the kills I need as I usually prefer to kill capital ships before escorts.


Imperator Ex Machina Venerable Battle Barge by ehlijen, heat winner from GothiComp 08.

The End Phase.
There are two ways to inflict damages in the end phase: boarding and teleport attacks. Since boarding must be declared in the movement phase when a ship ends its movement in base to base with an enemy ship, it seems best to resolve boarding before teleport attacks. Larger ships are more effective against smaller ships but both ships can be damaged.

Teleport attacks are made by capital ships not crippled or on special orders against ships without active shields within 10 cm. Teleport attacks are resolved just as hit and run attacks conducted by assault boats.

Final Thought.
You really have to plan ahead with BFG, starting with what special orders you want for each ship/squadron, and prioritizing the order to test for because once failing one, you cannot test the remainder. In addition, knowing how to inflict damage and more importantly how you want to inflict damage will affect your fleet’s ship choice, as well as how to safeguard against them.

Friday, August 28, 2009

BFG: Alternative Models 2

From the Gothicomp gallery you will notice this ship:

This ship is from the Cold Navy line and for ordering info go here.
Interesting enough, I have several models from this line with ships for both Terran Republic and Mauridian Empire when they were metals (now resin).

In my search for more of these models i came accross Ninja Magic. Some of their models are shown below. They also are in the process of producing rules for their models and i will definitely keep an eye on them.

Sunday, August 23, 2009

Gothicomp 09: Submissions Posted

Gothicomp 09 submissions are now posted. Here are a few of my favorites. To vote go here.
My own submissions are here.





Thursday, August 6, 2009

BFG @ BoLS Guess Post #2

My latest BFG post at Bell of Lost Souls is up. It primarily look at BFG turn sequence.

Tuesday, July 28, 2009

GothiComp 09

Each year the folks over at TacCom runs a BFG model competition. The deadline is July 31 so if you haven't done so, get going!

Here are my submissions this year.

1.5k Fleet category: Imperial Navy


Single model category: the Retribution battleship Uriel


1.5k Fleet category: Chaos Navy


Single model category: Acheron heavy cruiser Balberith

Sunday, July 26, 2009

BFG: Alternative Models

I plan on expanding my BFG fleet collection to include Orks, one of the Eldar fleets, and what ever else. I however do not like some of the GW models, especially with regard to Orks. So i have been eyeing alternative models from other companies. Before Mongoose stopped producing B5 ship models for their All Call to Arms game, they had a sale. I looked at the model line that I liked and picked up two fleets: Narn and Earth Alliance. (Since Mongoosed stopped making these models, Iron Wind Metals have acquired the rights to do so). Since I don't intend any of these to be my primary fleet, and certainly won't be using them in GW Tourneys, I think it might be nice have try some different models.

I have decided to use the Narn models as either Orks or Necrons. Fluff wise the Narns seems to have the more primitive technology. Their ships have a low wedge sharp profile so I that they might be harder to hit front on (thus their 6+ prow armor in BFG as orks) yet not as durable close in (hence a 4+ armor against attack crafts). In contrast their larger models have four pyramidal wedges in the corners seems to fit with the Necron monolith models. So they too might fit Necrons alright.

Narn ships to represent BFG ships.
Ka'Bin'Tak super dreadnought as Ork BB or Necron Tombship.
Bin'Tak dreadnought as Ork Terror ship or Necron Scythe cruiser.
G'Quan cruiser as Ork Kill Kroozer of Necron Shroud cruiser.
Var'Nic destroyer as Ork Onslaught or Necron Jackal.
KaToc escort as Ork Ram ship or Necron Dirge.


Narn color scheme
Base = Gunmetal with green wash
Hull = Iyanden darksun
Highlight = Mithril silver
Weapon = Red Gore
Engineerings = Tin bitz


The Earth Alliance ships will represent AdMech ships. They are ships based on the long axis similar to standard Imperial ships.
Warlock Advance destroyers will be AdMech Dictators.
Apollo Bombardment cruisers will be AdMech Lunars.
Marathon Advance cruiser will be AdMech Defiant light cruiser.
Delphi Advanced scout will be Gladius escorts.


Earth Alliance color scheme
base = Shadow Grey with black wash
Hull = White
Highlight = Shinning gold
Weapon = Chainmail


I have also been eyeing these ships from Spartan Games upcoming Firestorm game. Dark Eldars? Space Marines? Tyranids?
Firestorm models.