Sunken LibraryThe Library is our newest legendary fight. Duelist Rondel is rather poor and should instead stick to Puncture spam and leave the dueling to the Qatal. A high MDef and good BF armor is crazy tough. If an enemy drops to Fleeing then he is essentially dead, so Fearsome can let you kill enemies without actually having to kill them which in a way turns it into a damage perk. An opportunity and financial cost that can set you back. Injuries are not just really annoying, but some enemies have Executioner to further punish your injuries. More skill to hit things, more defense to avoid damage, and more hp to avoid injuries (or another stat of course). 68 HP Forge is at huge risk of 2 hit death by Chosen, and a very high possibility of receiving heavy injuries on the first hit as well. Chosen (updated 8/13/20)Huge + Brute CalculationsNimble Tests with Gifted/Steelbrow (updated 8/15/20)Nimble Tests With Medium Armor (updated 8/15/20)Nimble Tests with Famed Armor (and More) (slightly outdated)Unhold Fur Cloak vs. Goblins (updated 8/13/20)Guide Release Steam Thread, RedditIncreasing returns from Melee DefenseGuide Release Reddit Thread, Google DocsMorale Check MechanicsEnemy DataBackground Stat Ranges, Projects by OthersBuild Planner by UnislashPerk Calculator by EveryCrime, Battle Brothers Review A Tactical RPG Gem. These stats are displayed in the lower left area of the character screen. You want to keep your talented prospects alive and Rotation can help, whether it is on the talent itself or on lesser bros. MartyrsI dont like designated martyrs personally, but if you are into that and the guy survives for awhile then he may find some use in Rotation to save other guys who are more important. Recover supportThe larger your Fatigue pool is, the more that you can get back with Recover. can often find themselves hitting in this window, and will therefore enjoy a lot of extra checks with Fearsome. It is hard to put concrete value on how often this is factoring to compare against other perks, but is good to be aware that Minds value extends beyond the raw RES gain, which can help it compete with the other boosters. How much you care will depend on the bros role. You can of course use Berserk without Recover, but if you are worried about this bro running out of steam then this combos nicely. abilities want to go firstStagger and Daze are both handy debuffs that will knock the enemy down the turn order or mitigate their damage output. FA can really help them through the growing pains of the early levels. Stagger/Daze/Control (2H Hammer/Mace/Polearm/Whip/etc.) Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. ShamshirThe main draw of the Shamshir is that it can deal injuries better with its Gash. Info here. They have to use both. The biggest issue on Executioner is not the setup, but rather the many injury immune enemies. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. Anti-GeistGeist screams will generate 4 morale checks against all of your brothers in 3 range. +15% accuracy on Disarm is huge, and many people commonly add Cleaver Mastery to their Polearm users just to have improved Disarm utility. To some degree, this puts Fearsome in league with things like CS and Overwhelm, as you are attacking an enemy to give them debuffs. Adrenaline is good against the common early game Brigands and Beasts you will be fighting. Both perks proc on a kill giving them the same condition for value. Anti-slow and heavy unitsUnits like Warriors, Schrats, Ancient Dead, etc. Unlocks the Adrenaline skill which puts you first in the turn order for the next round. They want to be surrounded so that they can draw in more attacks. Student also lets you reach further down the perk tree without committing to a real perk above. It also helps when daggering down enemies. For blunt injuries it is good but for piercing injuries it is actually bad as the light piercing injuries are more likely to be useful than heavy piercing injuries. Disarm no longer has a -15% accuracy penalty. The original frontliner can then continue in the back with a Polearm or use Recover so that he can Rotate back in with more AoE attacks. Later in the game the enemy range units are going to be far more likely to be shooting your 2Handers or Duelists on the front line rather than trying to shoot into your covered back liners anyway, and if they do they face a 50% accuracy penalty from cover mechanics. Even if you do invest in RDF and pick up Anticipation, it doesnt solve the problem that is enemy ranged attackers. Early game: You have many low skill brosAccuracy is highly desired early into the game and you probably have a lot of unskilled bros which makes Backstabber enticing. They also have Backstabber. Characters with low FAT can still go heavy with single attack builds. Misconception Nimble is all about Initiative, Dodge, Duelist, Footwork and flankersThis is a trope. If your morale drops then youve basically negated your LW bonus. The Nomad faction in its entirety will spam their Throw Sand skill and provide the Distracted status (-35% Damage/INI). Three attacks per turn also synergizes well with things like Overwhelm and Fearsome. Those criteria are for good bros, the ones that can keep my company thriving into late game. You can of course use both. Rather than fish for low chance shots on him, you can instead just kill his escort after which you can safely walk over and finish him off. Large Beasts arent very hard to out-speed either. Can also put in work against Nachzehrers, and other beasts that mindlessly charge Spearwalls. You should be solidly in control or outright winning by the time your Dodge value is waning. Fearsome enemies will now impart a hefty RES penalty on your units when they damage you, making RES more important than in the past, and making Mind a more enticing pick by extension. For example, CS Duelist Mace/Hammer deal much better damage, achieving similar injury rates with just normal attacks as the CS Duelist Gash Shamshir due to their innately higher damage output. Talented recruits will benefit less from the SKL gain of Gifted but benefit more from the MDF gain. Splitting one or two shields in the Footman/AD/Conscript line can help your team breakthrough. The table shows the mean hits to death (MHtD), the chance to die in two hits (%2HD), the chance to get injured on the first hit (%1HI), and the chance to meet the heavy injury threshold on the first hit (%1HHI).SetupMHtD%2HD%1HI%1HHI68 HP, 300/300 Forge2.4357%100%68.9%68 HP, 300/300 Forge (AFP)3.486.4%28.5%22.7%85 HP, 300/300 Forge (Colossus)2.99.9%100%23.7%85 HP, 300/300 Forge (Colossus + AFP)3.966%24.9%13.3%. If you begin the turn loaded and get a kill you can do a double blast which is pretty good, but if you are unloaded at the start the AP can only be used for repositioning. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. Due to the wisdom of Nexus, we have created a Github where you can find the latest files. We can reasonably expect that Reach will be granting at least 5 defense on average (for AoE or Cleaver) which makes it a fine perk already because of how important defense is. changing height on snow is 10 normally and 7 with Pathfinder). Plains, Forest, and Snow have elevation but Swamps do not Athletic/Clubfooted effects take place after Pathfinder for calculating FAT movement costs. Spearwall with Adrenaline can allow the wall to hold through turn 3Without Adrenaline you usually have to pop Spearwall on turn 1 because enemies will out speed you on turn 2 and close the ranks before you get your chance. amazing. This combo defined the WotN meta. With the nerf to 1AP, this is no longer possible. Lets address the negatives before we get to the positives. You can even skip Mastery entirely and just change your equipment around depending on matchup if you dont desire a specific Mastery effect or FAT benefit. This is actually pretty easy to do because they like to target bros that are closer to them. I will say again that Colossus is better than Brow on Forge units and you should only use Brow after Colossus is already taken. Legendary locations: Special battles like Monolith, Goblin City, etc. Any defense malus due to being surrounded by opponents no longer applies to this character. Valve Corporation. So if you give this bro Backstabber then he can drop a Dog for an instant +10 hit chance for his upcoming attack. Injuries that debuff enemy HP can be good if procced on an early hit, essentially dealing extra damage as their HP pool is cut, but against already weakened enemies these injuries are wasted. The majority of battles later in the game feature large enemy parties that often have a number of weaker enemy types in the deployment which usually makes it very easy to get kills to put Frenzy online. So the idea is to send your Resilient bro(s) forward and let them take the Charms. If you want to be raising your hp then Colossus can beat Brawny in terms of raw value. Brow: Death in 4.11 hits. Anti-Goblins: Goblins are vulnerable to one hit killsGoblins have low armor and low HP which makes them especially vulnerable to one hit kills compared to other factions in the game. Bleeding/Poison will apply on any attack that deals 6 or more hp damage. If you have a good understanding of positioning and how the AI works then you can skip on FW for better perks. Anybody who mains a shieldAgain, this is pretty straightforward, if you are going to be using a shield a lot then consider grabbing this perk. Having the option to Lash against specific enemies depending on their armor situation gives the Flail some flexibility. In the Black Monolith and Sunken Library, legendary locations filled with Undead resistant to piercing damage, being able to carry more Throwing Axes would prove especially useful. When being attacked with ranged weapons, gain 1 + 10% of your base Ranged Defense as additional Ranged Defense per tile that the attacker is away. FencersOverwhelm may seem good on a Fencer. Attributes and stats will be focused on too as they impact the game to a varying degree, and this plays into perk valuation. With Resilient as well you can completely avoid status like this. An 80 FAT pool is high, and the maximum defensive benefit of Relentless can often be 5 or even 4. Throwing is especially strong here since it combines the action efficiency of the Warbow with the damage potential of Xbows when at two range with Mastery and Duelist. GrenadesAcid, Holy Water, and the new bombs in Blazing Deserts. You can translate your Gifted gains into other stats. If you stay in formation you probably dont need Mind. Shieldwall + Indom is the best defense you can get in a turn, and you will need Recover if you want to do this more than once or twice per battle. + Increases highly valuable MSK+ Can yield more MSK than Gifted/Fast Adaptation (FA)+ Safe pick for any damage dealer Not as good on bros with naturally high MSK Most common case is +5 MSK, which is a low yield compared to other stat perks, Surrounding formula accuracy boost: (Number of adjacent units engaged 1) * 5 (10 with Backstabber) Ex. In this case youve put a new guy in danger instead and spent a lot of AP/FAT doing so. Mind can help counter this threat. This is very noticeable, especially on Nimble units who will take a lot of Fearsome chips. Since Polearms only cost 5AP with Spec, you can swing your Polearm and QH to Bow for a 4AP shot allowing you to get two attacks every turn that is stronger than just pure Bow. Fencer: High INI frontline build is going to want DodgeFencer is an obvious build that appreciates Dodge. In 1827 as Nimble was sailing to Smyrna from London pirates plundered her of part of her cargo, stores, and men's clothes. Further, when you miss you are now stuck facing a healthy enemy and have no value from your defensive perk. You need to move a lot in the Library, and Pathfinder will save a ton of FAT over the fight. And without any armor that 60% damage reduction wont really halp much. The disadvantage of this formation is that your backline range units can get zoned from the front and your four frontliners take a lot of pressure. Goblin City is in a mountainThe Goblin City spawns on a mountain tile which means there is a decent chance the map generation will be disgusting. This guy fucks. You can combine this with other debuff skills like Stagger/Daze, or just use it on a fast Warhammer guy (as an example) who Batters down armor for other bros while applying Overwhelms. Rally is one of the only things that will cause him to FAT up and even with a poor FAT pool he can cast Rally several turns in which for you to solve the problem. Therefore if the first hit does 5 damage you get a proc, and if the second/third hit then does 7 and 8 damage thosedo notget procs. Gameplay ; By p0ss; 330.3MB ; 3.0k-- Download 3 Collections for Battle Brothers chevron_right. Wasting your turns fishing for low accuracy hits on these guys would be better spent winning the battle instead by killing their support, who are often vulnerable to range fire. . This makes them vulnerable to high AID attacks such as those from Duelists. These are all priority targets for Warbows so HH makes some sense here. Having a higher innate headshot chance helps you prime more stacks for guaranteed headshots and continue to feed into itself throughout the battle. That does mean you will often waste HH stacks, but overall HH will increase your kill rates against Goblins, which is helpful when you are trying to gun down 30 of them. DiscussionThrowing Mastery is a ludicrous damage boost for Throwing, which when combined with Duelist, which also works with Throwing, allows for very high damage. If your healer gets hit with this it is probably a reset.. Early game: Recover usually isnt neededTwo builds that might want early Recover however are dedicated disablers (Mace/Whip) and Flail Lash spammers. Going from 70 73 hit chance on the other hand only grants 10% (3 30). Pathfinder also allows two-handers to move in a Oasis/Swamp tile or elevated Forest/Snow and still attack whereas without Pathfinder these terrain types cost 4AP, preventing them from moving and attacking. How you evaluate Colossus is going to depend a lot on whether you plan on going Nimble or Forge later on. As of Blazing Deserts, Relentless also negates the waiting penalty, which is great so that you can wait if needed without tanking your INI next turn. Recall that melee defense has increasing returns (see Game Mechanics), and Shield Expert + Heater Shield makes it very easy to achieve high defense scores. Savants will often try to warp off of your tank if you dont Taunt them to go after weaker bros. You can use this to your advantage to get the Savants warping back and forth reducing the number of attacks they deliver. Dont take Student in the early game if you are having any difficulties. With Nimble however, HP is armor so as long as theres life, theres hope! Generally speaking, trying to level your Resolve naturally with a couple +4 rolls and maybe a Trophy is more efficient than using a perk point to fix a bros Resolve problem. Swapping any item in battle except for shields becomes a free action with no Action Point cost once every turn. I will not be marking spoilers throughout the guide. You can use it to block annoying displacement abilities, save a bro in danger, protect damage dealers, control Necrosavants, and much more. It isnt uncommon to lose bros who get into an unfortunate situation despite the rest of the battle going well and your team being mostly healthy. Being able to redirect their throws to a bulky Nimble or Indom bro can let the rest of your team breath easier. This can make Overwhelm awkward. You should be using this perk if you are looking for survive-ability and your build allows for it to work for you. + Improves heavy armor effectiveness+ Scales favorably with named armors+ Strong against repeated weak attacks+ Saves armor and tools Low impact on armor ignoring damage Requires hard-to-get very heavy armor, Formula: 1 5% x (current head armor + current body armor)300/300 70% Forge (1 600 x 5%) Forge value updates withcurrent( maximum) armor and so diminishes over the course of battle as more damage is sustained Armor gained from attachments counts towards the value Only reduces armor damage taken Can indirectly reduce incoming HP damage with improved mitigation from remaining armor A left screen tooltip displays the Forge value. Now I am become death, the destroyer of worlds.. Nimble is much more vulnerable to this problem here than Forge. The gains going from 210/210 to 300/300 are substantial (almost a one hit difference). With Recover and Adrenaline in the mix you can easily keep up a permanent Spearwall like this. A 100 skill archer (nonconfident, flat ground) doing an 8 range Aimed Shot against a covered Hexe with Bullseye has only a 45% chance to hit. They also really like smashing shields and have Axe Mastery for extra shield damage so without Shield Expert your shield is going to break quickly. Armor attachments Additional Fur Padding preferredArguably, the best armor attachment for Forge is Additional Fur Padding (AFP). AFP addresses heavy armor weakness to AID while providing valuable injury resistance Bone Platings (BP) is a worthwhile but unreliable option and Nimble characters want this attachment Light Padding Replacement (LPR) can be considered if FAT is an issue, but it doesnt directly impact durability Attachments granting +40 durability offer the best value against weak to medium attacks, but do little against dangerous AID. Normal: Death in 3.8 hits. Counter high defense enemiesAncient Legion with Tower Shield using Shield Wall will have 50 defense + more if they are lined up together using it. Using Colossus on top would still be good, just pointing out this interaction as Colossus is a good pick on Forge, so by extension if Nimble can be better then it is also a good pick. Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. Pathfinder is good on any unit. Hybrid backliners may appreciate Dodge more, if you expect them to hold the back flanks and expect them to see danger. Some tips for keeping your backline safe without FWThere are a few enemies in the game that are of higher threat to your ranged units than most. Forge reduces armor damage takenForge mitigates armor damage received based on total current armor. If you are Taunting then you are giving up on one or both of these skills. The value of Colossus here goes beyond just the raw durability. However, if a bro has no skill may instead prefer Taunt to protect teammates. Given the high volume of Young bouncing into your Spearwall you can get a lot of morale drops here. This is also one of the more rng based fights in the game given your vulnerability on turn 1. Here are some of the common picks: Head Necromancer Dark Cowl (40/-0) Sallet Helmet (120/-5) Assassin Metal Mask (140/-6) Zweihanders Helmet (160/-7) Barbute Helmet (190/-9) Body Necromancer Dark Rugged Surcoat (60/-4) Assassin Robes (120/-9)* Leather Lamellar Armor (95/-10) Basic Mail Shirt (115/-12) Noble Mail (160/-15). NetsNets work well here because they lower INI, and Overwhelm makes it harder to break out of the Net. Hits to the head no longer cause critical damage to this character, which also lowers the risk of sustaining debilitating head injuries. Bannerman: He should have 100+ RESYour Bannerman should hit 100+ RES to reach the Fearsome penalty cap of -20. Thats great right? Unless fighting Goblins, it is entirely possible to build a bro capable of going first every turn if his INI is high enough. However some people like to hire trash units like Beggars or other cheap classes and send them into suicide positions to protect better units. While many would agree that it is generally worse than Berserk and Frenzy, it doesnt mean you cant use all three, and Executioner itself is a fine offensive addition that got better with the addition of the Barbarians, Gilded, and Nomads. Unless you want to get greedy, every Nimble brother you expect to be seeing danger (front liners) should be taking Colossus whether the guys got 50 or 100 HP. 0% injury on first shot. Second, Fearsome grants a malus to the targets RES score equal to 20% of your RES score. . Mind does boost the gain provided by Resolve trinkets, Lionheart Potions (for tough fights), and the Banner, so keep that in mind when you are evaluating it. Backstabber can help crack these guys defenses. Nimble is economical and has an immediate impactNimble characters only need early Raider equipment which, unlike heavy armor, isnt expensive or difficult to get and repair. This technique has been passed down the Armstrong family line for generations!. See how well critics are rating the Best Video Games of All Time - Page 40 Chosen (updated 8/11/20)Duelists vs. Doing this does prevent the Bannerman from moving that turn however. You can use CS and not use Executioner. Backgrounds with natural high starting FAT like Wildman and Farmhand or characters talented in FAT thus make better recipients for heavy armor and the BF perk, being able to use costly abilities without having to recover every other turn. 51% injury on first shot. 120/95: Shorthand for armor line. Unholds: Prevent throwingUnholds want to throw you around and get at your weaker backliners. It isnt really the way you should be evaluating perks in game. Having LW can help when dealing with Skulls or Apparitions. Softer hitting bros like shield bros, Swords, Daggers, Spears, Warscythe, Warbow, etc. Super tanks want to be engaging as many enemies as possible to help ease pressure on teammates. Smoke Bombs: Anyone can Footwork nowThe new Smoke Bombs step on FWs shoes as an escape tool. Generally speaking, people like to put FW onto their range units. Since Backstabber is rarely ever bad it is a pretty easy pick up if you are looking for accuracy early on and it will still be good later. Notable here is a hefty chunk of 15MDF. Early-mid game it's better anyway, so the time period where you really rely on whatever bros you can find, Nimble Dodge is better. The perks compliment each other very well. Being thick-headed is a good thing right?. Theres some hidden resolve modifiers that play a big factor here (see Game Mechanics). Characters receive a hidden +3 Resolve on negative morale checks for each adjacent ally. The higher durability of these units means that they are harder to kill quickly, which means injuries have more time/likelihood to provide value. Conscripts are notably tanky, and if you can land early injuries then Executioner will be great. You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. Goblins don't actually have those perks. Expected armor saved thanks to Forge is shown in the last column.AttackerBaseForgeDiff.Diff.%+ArmorAmbusher17.5721.644.0723%108Guard6.457.711.2620%121Chosen2.622.840.228%78. Dragon Quest VII : La Qute des vestiges du monde. Defensive Polearm: Shield swap shenanigans are possibleSince Polearms cost only 5 AP with Spec they can operate similar to the pre-nerf Quick Hands builds but without QH. 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