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Imperial Navy

Weaknesses
Carriers --- Imperial carriers are expensive. The only economical Imperial carrier is the Emperor Battleship. The Imperials also do not have a "medium" sized carrier such as the Styx. Leaving them with either having to deal with the smaller Mars and Dictators, or save up for an Emperor. There are also only two ships in the Imperial Navy capable of carrying Assault Boats, and both of them are Battleships.
Speed --- While the Imperials technically have an average speed. It does become a disadvantage against faster fleets such as Chaos, Eldar, and the Necrons.
Lances --- Some of you may say "what are you talking about? The Imperials have plenty of lances!" this is not really true. The Imperial navy only has two notable lanceboats. The Gothic and the Apocalypse. Of the Five Bluebook Imperial cruisers, only 2 have lances. Neither of the Imperial Battlecruisers have lances other than the standard dorsal, and Only the retribution has dorsal lances, and of their Vengeance Grand Cruiser variants, only the Vengeance itself has lances. Compared to that 3 of the 4 Chaos cruisers have lances, 2 of their 3 Heavy Cruisers have lance in addition to the dorsal armament, both battleships have respectable lance batteries, and all three of their Vengeance variants have lances. When compared to that, the Imperial lance strength is somewhat lacking.

Strengths
Torpedoes --- If there's one thing that stands out about the Imperial fleet, it is it's overwhelming amount of torpedoes. No other fleet can match the torpedo swarms the Imperial fleet is capable of launching.
Prow Armor --- Any opponent who relies heavily on weapons batteries will be immensely frustrated with this. Letting you shrug off heavy firepower, in combination with the Torpedo Tubes, you can make your opponent regret letting you show your prow to them.
Artillery --- The Nova Cannon is the only true artillery weapon in the game. With immense range and capable of doing heavy damage it's a weapon only fools understimate.
Light Cruisers --- Faster and/or more maneuverable than full size cruisers, not to mention cheaper, they can be handy for leveling the playing field numerically or other things I can't think of.
Battleships --- The Imperial Navy has a bigger, more varied selection of battleships than any other fleet in the game, which lets you pick a ship more suited for your objectives than would otherwise be possible.



Chaos Armada

Weaknesses
Few Torpedoes --- The Chaos fleet has comparatively few torpedo ships to some of the other fleets.
No light cruisers --- The Chaos Armada has no light cruisers available to it.
No "Unique" weaponry --- Excluding things such as the Planet Killer and the Activated Blackstone Fortress, which are essentially Character ships, the Chaos fleet has no unique or specialized weaponry. The Imperials have their Nova Cannons, the Eldar and Necrons have their advanced weapons, the Orks have their Heavy Gunz, the Space Marines their Bombardment Cannons, so on and so forth. So unless I am overlookingsomething, the Chaos Armada, other than the above mentioned exceptions, have only bog standard weaponry.

Strengths
Speed - Chaos is one of the faster fleets in the game.
Range - The Chaos Fleet has, bar-none, the longest range in the game.
Firepower --- While it's true Chaos has the longest range in the game, the place Chaos truly shines is at close range. With tons of massed weapons batteries, at close range a Chaos fleet can absolutely shred it's opponent.
Lances --- As mentioned above under Imperial weaknesses, the Chaos fleet has a lot of lances available to it.
Carriers --- Chaos has many carriers available to it and they are cheaper than their Imperial counterparts. Coming in Small, Medium, and Large varieties gives the Chaos fleet more flexability when it comes to choosing it's Carrier capacity over the Imperial Either-Or. All Chaos carriers also come with Assault boats.



Orks

Weaknesses
Rear Armor --- The rear armor on most Ork ships tends to be weak. Only on the largest of Ork vessels is the rear armor up to par.
Poor Maneuverability --- Orks ships have poor maneuverability. Only one of their escorts is capable of turning uptor 90 degrees. The rest are limited to 45. Combined with the Orks below average leadership this can make getting their fleet into a good position a little difficult.
Few Lances --- Only the absolute largest of Ork craft have lances. And even then they are not in large quantity. Indeed, only two ships out of their fleet have lances. Those being the Slamblasta Battleship and the Ork Hulk.
Weak Shields --- Orks capital ships have lower than average shields. The implications of this are obvious.
Few Turrets --- Ork ships have few turrets. Leading to a weakness against Ordnance.

Strengths
Prow Armor --- The Ork fleet features more prow armor than even the Imperial Navy. It goes from their Battleships all the way down through their Escort craft. Their sides and rear may be weak but their prow armor is imposingly thick and combined with the fact the most punishing weapons are typicially mounted on the prow this can lead to them weathering a firestorm to close head on and unleash a wall of death at you.
Big Red Buttons --- Everyone loves Big Red Buttons! Particularly the Orks. Because the Orks think Red things go faster (and because they think it, it actually happens!), it's only natural their "All Ahead Full" equivalent would involve Big Red Buttons hooked up to all engines on the ship. A single press and they can go on All Ahead full without the need for a command check. So assuming good rolls for the speed an Ork fleet can close the distance between them and their enemy fairly quickly.
Multiple Prow Weapons --- To go along with their Heavily armoured prows and love of Big Red Buttons, Ork capital ships also mount multiple weapons on their prow. This can lead to Orks being most effective while rushing towards their enemy, instead of when in broadside range as with other races.
Durability --- While Ork capital ships lack shields, their Kroozers have higher than average hull points, leading to them being able to stay in the fight longer.



Eldar (Corsair)

Weaknesses
Low hit points --- Eldar capital ships have lower hitpoints than average. All their capital ships have 2 fewer than average hit points. This leads to greatly decreased staying power in a fight.
No shields --- Eldar ships do not use shields for defense. As such any hits that you get will hit them and cause damage. This once again decreases their staying power in a fight.
Wet paper armor --- The Eldar have the absolute worst armor in the game. 4+ armor across the board, and their ships take critical hits on a 4+ as well. Once again weakening their staying power in a fight even more.
No turrets --- Eldar ships have no turrets. Any Bomber or Torpedo squadrons that make it through will be able to inflict max damage.
Weak range --- Eldar have only one ship with a range over 30cm, and that is their Void Stalker battleship.

Strengths
High Speed --- The Eldar are one of the two fastest fleets in the game. Without the use of Special Orders, they ARE the fastest fleet in the game.
High Maneuverability --- Going along with their High speed is their high maneuverability. They can turn as far as they want at the beginning of their movement phase, and the fact that the Eldar have two movement phases makes them the most maneuverable fleet in the game.
Holofields --- The Eldar's answer to no shields is the Holofield. Rather than providing direct protection of a ship, it is in essence a stealth field, making them difficult to target and hit accurately. Holofields, combined with their High Speed and Maneuverability is the key to their survival. They're not designed to take fire, but rather avoid it altogether because if they DO take fire in volume, it will hurt.
Pulsar Lances --- Arguably the best lances in the game, Pulsar lances can hit a target upto 3 times so long as you can roll 4+ three consecutive times.
Advanced Weapon Batteries --- While short ranged, they always count a target as closing. This means an Eldar can player need not worry about the angle of their target and can do max damage regardless of it.
Advanced Ordnance --- Eldar Ordnance is all suitably advanced. Their Torpedoes can only be hit by turrets on a 6 and reroll misses, the same goes for their bombers, and their fighters can stay on the field on a roll of 4+. Which makes it all painful and annoying.



Necrons

Weaknesses
No shields --- Necrons have no shielding and instead rely on a combination of Stealth systems and Reactive hull armor to survive. Any hits to a Necron ship will cause damage and with the Necrons being expensive as they are it is not something you can afford.
High cost --- Necrons are, bar none, the most expensive (points-wise) fleet in the game. As such a Necron player can always expect to be heavily outnumbered, some times severely outnumbered.
Modified Victory Points table --- Given their unique nature the Necrons suffer from a modified victory points table, meaning each ship destroyed is worth even more than it's points would suggest, as such avoiding casualties is an absolute must for the Necrons.

Strengths
Advanced Weaponry --- Necron weaponry is the most advanced in the game. Their Lightning Arcs (weapons batteries) count everything as closing, and ignore holofields. Their Particle Whips (lances) ignore ALL defensive measures on a roll of 6, and the fire arcs of all these weapons are very flexible. They also have both in large quantity. They have "Portals" which also give them additional Hit and Run teleport attacks in the end phase. And the Sepulchre/Nightmare Fields can be one of the most devastating weapons in the game, not for the physical damage it cause but because it can severely effect the leadership of enemy ships, even keeping them from Bracing for Impact.
Stealth --- As mentioned above, Necrons have no shields so they rely on a combination of Stealth systems and a Reactive Hull to keep them alive. The Stealth systems gives the Necrons an armor value of 6 when not on Brace For Impact. on BFI their armor drops to 4.
Reactive Hull --- The second part of Necrons defences is the Reactive Hull. What this does is it gives them an "Armor save". That is, any hits that strike the ship are ignored on a roll equal to or above the armor save. When a Necron ship Braces For Impact, their Armor save/BFI save becomes a 2+, which can mean heavily sustained fire will be necessary to damage them.
Area-effect weaponry --- Necrons have some of the most potent Area Effect weapons in the game. One being the Nightmare Field as mentioned above. The other being the Star Pulse Generator. The SPG can hit ALL enemy vessels within range, and all ordnance in range as well. Overlapping SPG fields can be very painful for an enemy. The SPG also ignores Necron ships meaning a Necron fleet can be packed together and not hit each other with their SPGs.
Immunity to Celestial Phenomena --- Necrons are Immune to certain types of Celestial Phenomena, such as Blast Markers, Gas and Dust Clouds, Radiation Bursts, and Solar Flares. They suffer no ill effects from any of these.
Inertialess Drive --- The Inertialess Drive of the Necrons gives them unique All Ahead Full rules, even allowing them to turn for every 20cm they travel. Necron ships on AAF are the fastest ships in the game, outracing even the Eldar. Even the bulky Tombship is capable of traveling a terrifying 80cm on AAF!
"Friendly Fire" --- Since Necrons actively seek to deny their technology to the other races of the galaxy, they can fire on friendly hulks. This both deny's the enemy victory points but if you're lucky causes an explosion that takes a few of them with it.



Space Marines

Weaknesses
Low Shields --- Space Marines have low shields on their capital ships. Reducing durability/staying power in combat.
Low Turrets --- Space Marine capital ships have lower than average turrets.
Minimal Lances --- By ancient decree the Space Marines are not allowed to maintain any gunboats in their space forces. The Space Marine ships are intended for planetary assault and not be a proper navy fighting force. As such the Space Marines are only allowed lances on escort classes. Thost two being the Imperial Navy Firestorm Frigate as a Rapid Strike Vessel, and the other being the Nova class Frigate.
No standard cruisers --- Continuing along the line that the Space Marines are not supposed to have a proper navy which could threaten the I.N. should they go traitor, the Space Marines have no standard cruiser class ships. Only the Strike Cruiser which is a CL.
No Bomber equivalent --- Space Marines have no bomber equivalent attack craft. Their only attack craft is the Thunderhawk Gunboat as mentioned below.
Two Gunnery table weapons --- The Space Marines use Weapons Batteries and Bombardment Cannons as their primary weapon systems. Both however use the Gunnery Table and are subject to the penalty for shooting through blast markers. As such one of these weapons systems will be given a penalty after the other fires.


Strengths
Heavy Armor --- All Space Marine capital ships have heavy 6+ armor on all sides, making damaging then with weapons batteries a bit difficult.
Bombardment Cannons --- As their name suggests they are intended primarily for planetary bombardment. However they are also still quite effective against enemy ships. They fire like weapons batteries and use the Gunnery Table as mentioned above. They hit on a 4+ and also cause criticals on a 4+. Not surprisingly this can make them a fearsome weapon at close range.
Thunderhawk Gunships --- The Space Marine's only attack craft, it functions as both a fighter and an Assault Boat. In addition, it will stay in play after intercepting another piece of ordnance on a 4+.
Boarding Bonus --- Being the ultimate fighting force for the Imperium, Space marines are exceptionally skilled and armed with superior weaponry. This makes them a dangerous threat in boarding actions. and they receive a bonus to all boarding actions and hit and run attacks.



Tyranids

Weaknesses
Instinctive Behavior --- Tyranid ships basically all act on autopilot. Without Hiveships present to act as synapse creatures, you won't have any genuine control over the fleet. It'll just follow the first Instinctive Behavior that applies. Knowing this, a very skilled opponent could potentially use this Instinctive Behavior to draw the Tyranids into a situation that works against them. As such Tyranid players must constantly use Synaptic control to keep their fleet under their command doing what they want them to.
Slow --- Tyranid ships are slow, and only go +2D6 on AAF instead of the normal +4D6. Even the Tyranid Ordnance is very slow, even fighters only move 15cm.
Weak Hulls --- Being made of soft (relatively speaking), fleshy bits, the Hulls of Tyranid capital ships have reduced hit points compared to average and are not as durable as the ships of other races.
Short range --- Tyranids have limited long range weaponry. Their most deadly and powerful weapons are all close range or base-contact weaponry.

Strengths
Pryo-Acidic Batteries --- Weapons Batteries that cause the equivalent of a Fire Critical in addition to any other critical hits they cause. Great potential for pain.
Living Factories --- While their Ordnance is slow, Tyranid ships are living factories and never run out of ordnance and have no launch limit either. This enables them to create overwhelming swarms, as fitting for the race.
Boarding Nightmares --- Tyranids are bar-none the race best at Boarding actions in the game, beating even the Space Marines and even Khornate Chaos ships.
Flexability --- Tyranids are very flexable. With the ability to essentially custom-make their ships instead of using dedicated ship classes they can create ships ideally suited for their opponent.



Craftworld Eldar

Weaknesses
Low hit points --- Eldar capital ships have lower hitpoints than average. All their capital ships have 2 fewer than average hit points. This leads to greatly decreased staying power in a fight.
No shields --- Eldar ships do not use shields for defense. As such any hits that you get will hit them and cause damage. This once again decreases their staying power in a fight.
Critical Hits --- Like their Corsair cousins, Craftworld Eldar capital ships suffer critical damage on a 4+ instead of the standard 6+.
No turrets --- Eldar ships have no turrets. Any Bomber or Torpedo squadrons that make it through will be able to inflict max damage.
Few in numbers --- Due the fact the Craftworld Eldar are a capital ship fleet and the Dragonship is quite expensive they will be outnumbered most of the time.

Strengths
High Speed --- The Eldar are one of the two fastest fleets in the game. Without the use of Special Orders, they ARE the fastest fleet in the game.
High Maneuverability --- Going along with their High speed is their high maneuverability. They can turn as far as they want at the beginning of their movement phase, and the fact that the Eldar have two movement phases makes them the most maneuverable fleet in the game.
Holofields --- The Eldar's answer to no shields is the Holofield. Rather than providing direct protection of a ship, it is in essence a stealth field, making them difficult to target and hit accurately. Holofields, combined with their High Speed and Maneuverability is the key to their survival. They're not designed to take fire, but rather avoid it altogether because if they DO take fire in volume, it will hurt.
Eldar Weaponry --- Like their Corsair cousins, the Craftworld Eldar have access to all the same advanced weaponry.
Vampire Raiders --- Craftworld Eldar Dragonships have access to assault boats which is a real asset to the few numbers of ships they can field.
Better than Corsair armor --- With 5+ armor the Craftworld capital ships have, they can worry a little less about enemy battery fire.
Modular Designs --- Craftworld Eldar ships are modular to a limited degree, allowing a little customization of ships and a bit increased flexability in what you bring to battle.



Dark Eldar

Weaknesses
Pure Raider Force --- The Dark Eldar have access to only two classes of ships, and no access to anything larger than a cruiser. This relegates them to being a purely raider force.
No shields --- A trait shared with the Corsair and Craftworld Eldar, the Dark Eldar have no defense shields. Meaning any hits that do strike them will cause damage and reduce their staying power in a fight.
Low Hit points --- Another trait shared with the Corsair and Craftworld Eldar, Dark Eldar capital ships have lower than average hit points, further reducing their staying power in a fight.
Maneuverability --- While still very maneuverable, of the three Eldar fleets they have the least mobility. This makes it much more difficult for them to avoid enemy fire.

Strengths
Mimic Engines --- A device that lets the Dark Eldar mask their approach to enemies at the very beginning of the game. It's effect is giving them a free move after deployment and before the first turn. This can give them a tactical advantage in the opening of the game and is particularly nasty in certain scenarios.
Impaler Assault Module --- A jumbo-sized assault boat with increased survivability against both enemy fighters and turrets, and which uses the full critical hit table. These are brutal little beasts when they hit you.
Good Hulls and Armor --- While technically average when compared to non-eldar fleets, the Dark Eldar have better armor and durability than both Corsair and Craftworld Eldar, taking critical hits only on the normal roll of 6+.
Shadowfields --- The Dark Eldar version of Holofields, they give the same benefits.
Modular Designs --- Like the Craftworld Eldar, the Dark Eldar have modular ship designs, but with more customization in this player's opinion. Dark Eldar can create pure weapon platform ships if desired and are not limited to hybrid direct fire/ordnance ships as the Craftworld Eldar are.
Advanced Weapons Batteries --- Like the other Eldar fleets, these always count the target as closing regardless of their facing, ensuring maximum dice rolls.
Phantom Lances --- While not quite as powerful overall as Pulsar Lances, these weapons allow for more potential damage in fewer dice rolls.
Advanced Ordnance --- As with all Eldar, Dark Eldar ordnance is all advanced. Dark Eldar share the same Fighters and Torpedoes as the Eldar while having slightly less effective bombers, but having access to Assault Boats with +1 on H&R roll in exchange
Leech Torpedoes --- These do no physical damage but will slow the stuck ship down by -10cm, and all leech hits must be repaired before speed can be restored. Ideally suited for slowing down fleeing targets so you can move in for the kill.




Tau

Weaknesses
Slow --- The Tau fleet is one of the slowest in the game. It's speed for the most part is a painful 15cm for it's capital ships, with only one cruiser capable of a 20cm speed, and only one escort capable of a speed of 25cm, and that one being a specialty ship not intended for combat. Even their Fighters are 5cm slower than normal. Is is debatable which fleet holds the "honor" of being the slowest in the game - the Tau Kor'vattra or the Tyranid Hivefleets.
Boarding --- The Tau are very bad at boarding. In fact they're horrid at it. The Tau's boarding value is 1/2 what is normal for a ship's size. This means that forces which are good at boarding (Most prominently, Orks, Khornate Chaos, and Tyranids) will devastate them if they can initiate a boarding action.
No Teleport Attacks --- Tau cannot perform any Teleport hit and run attacks, depriving them of a way of causing critical hits.
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Strengths
Carriers --- Tau have access to a number of cheap, high-capacity carriers. Indeed for what they can launch, they have the cheapest carriers in the game, allowing them to take a frightening amount of attack craft.
Advanced Ordnance --- While their fighters might be a bit slower than normal, their other ordnance is advanced. While not quite up to Eldar level, the Tau Manta Missile Destroyer is a sturdy bomber that can stay on the table on a 4+ after being intercepted by fighters, and Tau Missiles are in effect guided torpedoes with a variable speed, allowing them to be used effectively at much greater ranges than standard torpedoes.
Overlaping Weapon Arcs --- While the individual arc firepower of many Tau weapons is not that impressive, many Tau weapons feature fire arcs that overlap with other weapons on the ship, most often in the front arc. This combined weapons fire can become is something to be respected.
Ally Races ---In addition to their own ships, the Tau are also able to draw ships from a number of ally races as well, most prominently the Demiurg Commerce Vessels, which bring very respectable firepowers to the Tau Fleet.