Battlefleet Gothic: Armada 2 - Chaos Campaign Expansion
If you burned through Armada 2's three base campaigns and still want more star-map conquests, the Chaos expansion scratches that itch, though it plays far safer than the Dark Gods would ever approve of.
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About Battlefleet Gothic: Armada 2 - Chaos Campaign Expansion
My spreadsheet instincts lit up the moment I saw the Chaos campaign's fleet-management split: three sub-factions to balance across your total fleet count, each with its own economy logic. You have Renegade fleets, Chaos Legion fleets drawing on traitor marine legions like the Alpha Legion and Iron Warriors, and the Marked Legions tied directly to the four Dark Gods. That last category is where the real decision-making sits. A Marked Legion commander gets a unique active ability for his flagship and a passive for the fleet, and with the number of ships you can field being limited, those choices genuinely matter. Tzeentch's re-stealth option on larger-class vessels is arguably the most tactically disruptive tool in the campaign, while Nurgle's Void-Locust Swarmcloud is a sustain engine that can flip close-range engagements. On paper, the design is interesting. In practice, the community consensus is hard to argue with: Khorne and Nurgle do most of the heavy lifting, and Slaanesh and Tzeentch never really feel necessary several sectors deep into the run. The campaign structure follows the same star-map loop the base game established. You push sector by sector from the starting foothold at Chinchare, an urgency meter keeps you from turtling indefinitely, and in between major story missions you fight a steady stream of resource battles and manage planet upgrades. The Chaos-specific wrinkle is the Corruption currency replacing Renown, and a Gifts system where you sacrifice conquered planets to one of the four Dark Gods in exchange for map-level abilities. Khorne's Anger baits an enemy fleet into attacking an adjacent system. Nurgle's Rot chips hull and troops across an entire enemy fleet in a system. Slaanesh's Lies displaces a hostile fleet. Tzeentch's Shifting calls an invasion onto a target of your choice. These are useful, flavourful, and land solidly as mid-game tools. What they are not is transformative. The campaign framework underneath them is recognisably identical to what you played as the Imperium or Necrons. Battle planning works differently here, which is one concrete place the expansion diverges from the base campaigns. Rather than accumulating battle plans gradually over turns, you generate them by moving Alpha Legion fleets to planets carrying the Alpha Legion Infiltrators trait. That extra layer of map awareness is a genuine strategic wrinkle, but it also means new players who do not read tooltips carefully will stumble badly early. The AI invasion spam that has frustrated Armada 2 players since launch is still present, and the whack-a-mole feeling of constant counter-defence has not been resolved by this DLC, though the simultaneous free campaign update does let you tune down invasion frequency before you start. That same update also lets you adjust fleet capacity, income rate, and AI aggression levels across all campaigns, which is arguably the more player-friendly addition released alongside this expansion. On the production side, the cutscenes and voice work carry the load. The Word Bearers narrative framing around protagonist Malos Vrykan is appropriately grim, and the writing leans into the internal politics of serving four mutually antagonistic gods without embarrassing itself. Standout story missions, including an early theft of a Space Marine Grand Cruiser, give the campaign its best moments and remind you why the base game's production values were worth praising. The grind between those moments is where the mixed Steam score (sitting around 60 percent positive) makes its case. Extended sessions push into repetition, and players who felt the base game's campaign loop wore out its welcome will not find a structural fix here. For fleet-composition obsessives, the Chaos roster is among the broadest in the game. Lance builds are viable and relatively cheap to stack. Carrier fleets with properly managed bomber rotations can delete individual ships on cooldown once your renown rank is high enough. Mixing the two doctrines tends to underperform compared to committing to one identity per fleet. If you are the kind of player who treats fleet-building as half the game, the Chaos roster gives you real options to theorise around. If you are here purely for a campaign story that feels mechanically distinct from the other three, the Chaos expansion will leave you wanting more. Diego, Scout Team
Tags
System Requirements
Minimum
- OS *
- Windows 7/8/10 (64 bits)
- Memory
- 8 GB RAM
- Storage
- 50 GB available space
- Graphics
- 2 GB, GeForce GTX 660/Radeon HD 7870
- Processor
- Intel Core i5-3450 (3.1 GHz)/AMD FX-6300 (3.5 GHz)
- Additional Notes
- INTERNET CONNECTION REQUIRED FOR THE ONLINE GAME
Recommended
- OS *
- Windows 7/8/10 (64 bits)
- Memory
- 16 GB RAM
- Storage
- 50 GB available space
- Graphics
- 4 GB, GeForce GTX 960/Radeon R9 380
- Processor
- Intel Core i7-3820 (3.6 GHz)/AMD Ryzen 5 1600X (3.6 GHz)
- Additional Notes
- INTERNET CONNECTION REQUIRED FOR THE ONLINE GAME
Reviews & Ratings
Game Info
- Developer
- Tindalos Interactive
- Publisher
- Focus Home Interactive
- Release Date
- Jun 24, 2019