

Instead, like all things Imperium, relics of ages past are introduced which are ironically superior to modern ships because the Imperium has completely forgotten or outright outlawed basic science and innovation and the oldest things in their arsenal are actually the most powerful. The Imperial ships that Armada introduces aren’t modern or new designs. Then of course the Imperial and Chaos fleets got a boatload of shiny new toys… because the nature of GW has never changed. That changed once Armada was introduced – ships classes like Light Cruisers and Battleships were added to the fleet rosters as well as the most iconic Ork ships (ships in the loosest sense), the Hulks and Roks. They were one-dimensional raider fleets without any strong basis for building a narrative story around, lacking both a deep roster and battleships that could anchor a battlefleet.

Core Fleet Expansion ShipsĪn issue with the core game was that the Eldar and Ork fleets felt more like a side-arc to the main conflict in the Gothic Sector between the Imperium and Chaos rather than full fledged participants. Meanwhile, we are just overjoyed that people are reading these articles and have hopefully renewed interest in this fantastically fun game.


I make note of this now and state simply that for detailed rule breakdowns, please refer to the actual rulebooks and FAQs that were linked in the original article. I do want to take a moment and thank some of our dedicated readers for pointing errors in our previous article – we did not account for the BFG FAQ (which I neglected out of sheer laziness) that does apply some changes to things like Nova Cannons and max ordnance among other things. Now that we have gotten through basics of getting started and the core fleets to Battlefleet Gothic it’s time to take a look at the first major expansion, Armada, and the absolute monster amount of new ships and flavor it brings to the game.
