Editing
Battlefleet Gothic: Armada II
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Tyranid Campaign=== Just eat the whole galaxy. By this point you should know the drill. You have access to the Ancient One at some point, a ship with Psychic Scream and boarding actions on SUPER STEROIDS. Since the Tyranids came a long way from the Dawn of War series and forgot how to talk, all narration comes from the perspective of your future lunch. The Eldar and Iron Hands try to form an alliance with each other to stop the tyranids, but this goes about as badly as you could predict since the Tyranids are the ones kicking ass. Imperial forces try and fail to defend the Eldar craftworld (the hardest part of the mission) but are ultimately swept aside as Eldrathan and his allies run around in their frail ships and become Tyranid food. The Eldar craftworld cannons are pre-sighted and capable of friendly fire, so lure the Imperials into that for extra lulz. The Orks on the other hand want space titans and to eventually make a big WAAAGGHHH! to krump da Tyranidz, and this will predictably fail as well. It goes just like the other campaigns when you’re fighting the Orks. However, it appears these space hulks now have Orky nova kannons that [[What|FOLLOW YOU]], so be careful. Later on you’ll once again encounter Admiral Catallia as she tries to escort refugees from the Scarus Sector, but that effort will be in vain as she’s nommed and her fleet gets more panicked. Perhaps cruel karma for her actions against an Eldar Craftowrld and getting her fleet wiped against Abaddon (which is possible since one Fabricator Cambrius broke his promise for aid). There comes a point where you must fight Abaddon. First, you must deal with his chaos-god aligned lackeys and their respective unique abilities. After that, face down the Vengeful Spirit and destroy the forces of Chaos once and for all. The Necrons under Kephrekh will at first delegate their vassals and then their main forces to defend their holdings across the map. When they are unable to hold out, Amarkun and Zaa will fall back to the region of the Dark Throne, and they will try to defend it with a tremor cannon capable of pre-sighted bombardments and defense platforms. Similar to the Aeldari Craftworld, a skilled hive mind will try to trick the Necrons into moving into the radius of these attacks for max lulz. Then you’ll have to fight through more vassals as you capture random zones to destroy the tremor cannon, and send Tyranids to the surface. Not even Trollzyn’s aid can save the Necrons and their outraged leader as Amarkun lets Kephrekh know that their Dynasty has met its end. In a rather lulzy sequence, you’ll then to take on the 2 biggest assholes in the Imperium: Fabricator Cambrius and Inquisitor Darkhammer. This is an escort mission where you must break through the enemy blockade while protecting drone Tyranids [[What|(that you can't control for some reason)]]. To speed this mission up, destroy Darkhammer and Cambrius’ flagships. The Imperials will mount a full retreat, and you get to hear Guilliman whine some more about how the Tyranids are kicking serious ass and more gene-stealer invasions. Lord Admiral Spire is tasked by Guilliman to hold the line, and the Blood Angels answer the call for aid. Of course, this only delays the inevitable as you destroy Captain Donatos’ fleet. His last words apparently are to bring him in closer. The navigator for Spire’s fleet is incapacitated, which means no Imperial Navy aid for the Astartes in another region. This leaves the Space Wolves, Dark Angels, and Raven Guard to converse amongst themselves when the Space Wolf makes the lulziest roast of the Dark Angels in 40K history. Of course, this coalition of Space Marines is no match for the Tyranid hivemind, and you get to hear Guilliman consoling a grieving Admiral Spire as he beats himself up over not being present to aid the Astartes. Lord High Admiral Spire then pledges his forces to defend the entranceway to Cadia with the help of a space station. The mission tells you to board the station, but outright destroying it will deprive you of dialogue. The crew offers to cover a retreat for the outmatched Imperials, but that isn’t in Spire’s DNA (most of the time).From there, destroy Spire’s fleet and hear the man try desperately to escape as his reactors begin to fail. After that mission you hear Guilliman realize only he stands between Terra and absolute destruction. He’ll make a pretty nice speech to the Imperials who are present to defend Cadia. The speech did not help. After fighting your way to the Cadian Gate itself, you hear Guilliman and his forces try to make a strategy over the asteroid fields and lack of sensory capabilities. From there you fight through a bunch of lightly armored ships, then the Macragge’s Honour itself. Simply destroy that ship to win. Inflicting enough damage sees massive space marine reinforcements so work fast. However, you also gain access to The Ancient One. Guilliman stubbornly refuses to retreat despite the increasing levels of damage to his ship, and when he’s about to die he apologizes to the Emperor for failing him and his Imperium. After destroying the ship, everyone retreats as they state that Guilliman is lost. You’re greeted with a cutscene showing the Tyranids on the march towards Terra itself. You strangely hear from Guilliman when the enemy races become Tyranid food. For the Orks, he laments that mankind is screwed if even a hardy and kunning race like them is killed. For the Eldar, he’s sad that <strike> NO BIG TIDDY ELDAR GF </strike> the Eldar died in such a horrible way and that the galaxy will be worse off without them despite their sneaky ways. He gets pissed off that the Tyranids cockblocked him from the glory of killing Abaddon, and fears humanity is next. When the Necrons die, he’s worried that not even the ancient superpower that were the Necrons could stop the Tyranids, but vows to learn from recent defeats to defend humanity and emerge stronger.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information