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How the heck do you get the 'Discover a ruin or hostile camp, and destroy it' Ambition to trigger? edit: It turns out the answer is 'wait more than a few seconds'
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# ? Apr 3, 2017 21:00 |
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# ? May 11, 2024 11:18 |
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Coolguye posted:huh, did that change? last time i tried to put a quiver of bolts in my bag it just went 'lol, no' Archers are literally the only dudes I put Bags and Belts on. Because they need their extra arrows, two sets of throwing axes (or a crossbow and bolts, depending on likely enemies), and a backup melee weapon just in case.
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# ? Apr 3, 2017 21:16 |
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Someone give me tips for beating necromancers with zombies
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# ? Apr 3, 2017 21:22 |
MOVIE MAJICK posted:Someone give me tips for beating necromancers with zombies Once the zombies are engaged, sneak a dude around the side to kill the necro. Alternatively, kill everything till there's an opening, then rush the necro 3rd alternative, put an Archer with bow mastery on high ground and snipe the fucker
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# ? Apr 3, 2017 21:23 |
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MOVIE MAJICK posted:Someone give me tips for beating necromancers with zombies use archers and crossbowmen to snipe the necro, he's essentially a normal human wearing heavy cloth.
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# ? Apr 3, 2017 21:23 |
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Coolguye posted:use archers and crossbowmen to snipe the necro, he's essentially a normal human wearing heavy cloth. Which can be frustrating if he's smart and keeps a body in front of him as a zombie shield. Make sure to take Bullseye on your countersniper mage slayer guy. Right now my most successful strategy is to take a guy with high stamina, a big weapon, pathfinder, berserk, and footwork and march him through the horde as he clears bodies out of his way. Just smash through and get up in his face.
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# ? Apr 3, 2017 21:40 |
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pro-tip: Do all three at the same time I have good experience with archers, sending one or, preferably, two guys after the necro( he often has a "bodyguard" or two of armoured wiedergangers), and trying to beat the zombies into a pulp with the frontliners. I like to keep a polearm user or two behind while the line grinds forward to take out ressurecting zombies as well.
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# ? Apr 3, 2017 21:40 |
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Oh, and by the way, I finally beat the noble war! It was exhausting and cost me four of my best, so I am anxious how long I have to groom another group before the next wave of horrors crash down on my head. It was day 80 when my first crisis hit, and it is now day 130. Can I expect the next to start around day 200?
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# ? Apr 3, 2017 21:45 |
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I love how useful the weapon types and perks are. There are too many examples, in gaming, of diversity for the sake of diversity bullshit weapon/perk "choices" but these guys nailed the basics for Battle Brothers and I love the game for it. I have with a good mix of frontline area denial spearmen, 2-H axe-wielding shieldbreakers, tanky 1-H sword trainees (who will eventually transition to 2-H swords), 2-H sword berserkers, maces for stun-locking enemy 2-H guys, and a support line of polearms and crossbowmen. I also keep a flail guy around to punish the poo poo out of any enemies with weak helmets or who have lost a helmet during the battle. The only weapon type I haven't made much use of are Maces, but I haven't yet faced super high armor opponents yet. I will happily pay for more quests, more variety, and more KoDP style events/colorful text (or enable modding). They have a winning formula but if they build it up more with the same thoughtfulness so far I'll be a fan for life.
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# ? Apr 3, 2017 21:46 |
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You mean hammers, rather than maces? I like them well enough because of the high armor penetration. I wonder how they would work out for a crippling strikes/executioner duelist build.
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# ? Apr 3, 2017 21:53 |
I feel like I haven't explored the different weapons enough. Right now my basic division is: Below 60 melee skill: use a spear Above 60: use a flail to snake past Shields and headbash If high melee and ranged defense: use a two handed sword Other 2handers are really hard to use in formation but swords are perfect for your flankers. I've used cleavers once or twice in partner with flails, for decapitations. Daggers good for dagger parties on low morale enemies at end of fights, and for backup weapons for archers. Otherwise though . .. 1h swords why? Maces why? I guess warhams are good vs orcs but I feel like they're tossing away armor I could use. Axes are decentish but you end up wasting time hitting enemy shields instead of actually doing poo poo. And that's loot you're just wasting. Polearms also feel generally inferior to crossbows except for the Bannerman. Hieronymous Alloy fucked around with this message at 21:58 on Apr 3, 2017 |
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# ? Apr 3, 2017 21:56 |
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marshmallow creep posted:You mean hammers, rather than maces? I like them well enough because of the high armor penetration. I wonder how they would work out for a crippling strikes/executioner duelist build. Yup Hammers, my mistake. Hieronymous Alloy posted:Otherwise though . .. 1h swords why? Maces why? I use 1H swordsmen as an interim defensively-minded role for guys destined to be 2h sword specialists. It gives a slight accuracy bonus, but most importantly it has the parry/ripose defensive stance which means any enemy unit that tries to attack him = free counter-attacks. It's the perfect fit (imo) for a trainee 2h sword dude since they'll have melee defense bonuses, plus melee skill bonuses (from the sword). Mace-wielders with a point in the Mace perk get a 100% stun if they connect with the mace-specific skill. Perfect for disabling dangerous 2hers. Polearms are like tight ends (American Football), versatile guys that can be thrown into the line in a pinch. Adds concentrated firepower against important targets without having to be next to them, and I won't have to worry about them if they get flanked. Also do reliably more damage than crossbowmen (imo). theDOWmustflow fucked around with this message at 22:40 on Apr 3, 2017 |
# ? Apr 3, 2017 22:03 |
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I think 1h swords do the highest damage to health of all 1h weapons. I keep some for fighting those ghoul things or wolves, pairing them with spears. I equip all my frontline guys with two weapons, the Fatigue hit is negligible.
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# ? Apr 3, 2017 22:13 |
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Yeah I kind of like swords as a transition step for guys going from spears to hardier weapons because they still have an accuracy bonus and a very tight damage range. Axes are great when you need to make a guy with a round shield waste their time with a shieldwall and then you take it from him, but often times an opponent with a shield, like a knight or orc warrior, or more dangerous without it. At that point I like the axe more for its relatively high base damage and armor penetration over swords and spears. But most of the damage is being done by the two handers and the axe is going on guys I want tanking and softening a target for the Zweihanders. marshmallow creep fucked around with this message at 22:15 on Apr 3, 2017 |
# ? Apr 3, 2017 22:13 |
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Swords are also good for Swordsmasters and Retired Soldiers, because swords are extremely forgiving stamina wise. 1h Swords are really consistent but don't really excel at anything, and Riposte is probably the worst weapon-specific special. Cleavers are awesome general purpose murderin' weapons, plus if you can get Khopeshes those will do some serious work to armor. Maces are extremely good solely for their Special but never underestimate putting 20 Fatigue on a guy by smacking him twice. The AI loves to burn through fatigue on expensive moves like Shieldwalling and Riposting and a mace can really punish them for it.
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# ? Apr 3, 2017 22:32 |
so for the "privateering" quest in the Noble War mission -- I've burned down the three targets, but I can't return to base yet? I only have so many days, back in the original town but no popup saying complete. Do I actually have to kill everything I see? That would take forever, I was hoping to ninja my way past patrols here.
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# ? Apr 3, 2017 22:38 |
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I think you have to kill at least one caravan or patrol? They do not give you enough time for that quest. It would be 1000 times better without a time limit.
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# ? Apr 3, 2017 22:43 |
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marshmallow creep posted:I think you have to kill at least one caravan or patrol? They do not give you enough time for that quest. It would be 1000 times better without a time limit. You don't have to kill any caravans or patrols. I think you do have to burn down the locations, but the other part is optional and the time limit isn't 'do it then return', but instead once the five days are up you get prompted to return. There's no time limit on returning, unlike patrol contracts.
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# ? Apr 3, 2017 22:58 |
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I think the ideal use case of 1h swords is survivability while contributing to damage output, and then becoming more and more offensively effective the longer they survive (as enemy armor is worn down.) . Swords next to Flail guy would be pretty bad, but next to Hammers or Axes? A solid companion for your mid-tier troops.
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# ? Apr 3, 2017 23:27 |
John Charity Spring posted:You don't have to kill any caravans or patrols. I think you do have to burn down the locations, but the other part is optional and the time limit isn't 'do it then return', but instead once the five days are up you get prompted to return. There's no time limit on returning, unlike patrol contracts. Do you have to do anything special to loot these caravans, or just kill the donkey, or what? Killing the donkey feels mean and these caravans don't exactly feel filled with loot.
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# ? Apr 3, 2017 23:30 |
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I had my first run-in with ghosts earlier. 5% chance to hit on all shots, Anton missed one out of five. He had a bow equipped at the time because I had no spare armor.
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# ? Apr 3, 2017 23:31 |
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Name him Gheistbane.
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# ? Apr 4, 2017 00:25 |
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Nachzehrers are awesome. Easy when they're lovely little babies, but the first time one of them ate my guy I was very surprised!
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# ? Apr 4, 2017 00:42 |
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Hieronymous Alloy posted:Otherwise though . .. 1h swords why? Maces why? You also gotta consider synergies. For example, a frontline staggered with polearms on your low accuracy dudes and spears on your highest accuracy dudes means you can pour out tons of damage with melee attacks before the enemy ever has a chance to strike back. You may say axes destroying shields are wasted turns - but if you combine them with dagger wielders, removing the shield bonus let's you avoid armor a lot more consistently. 1h Swords are great on dudes that also have hammers. Use the hammer to destroy the armor, and then switch to the sword to chew through their health. (Swords also have the best fatigue per damage ratio, you can attack twice per turn with them and RECOVER a point of fatigue if you have the mastery) Maces have the stun ability which is just really great, and even their normal attack is good at disabling enemies. Unlike other weapons, Maces synergize best with more maces! You really need their master to use them reliably though, since it grants 100% stun and allows them to cause more fatigue to the enemy than they cost your dudes.
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# ? Apr 4, 2017 00:52 |
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ShootaBoy posted:Name him Gheistbane. Name him Buster.
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# ? Apr 4, 2017 00:55 |
So I don't know how, but I beat the monolith. I backed into a corner that amusingly had a hill. My men stood on top, using rotation to swap out guys with high fatigue. since only 3-4 could approach. Crossbows sniped the ancient priest on the way back, and lucky melees early on killed most of the necrosavants. Got a pretty special and nifty armor. Like, almost as good as the cultist sacrifice armor. The emperor will rise again indeed.
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# ? Apr 4, 2017 00:56 |
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Has anyone noticed whether or not the flavour text when hiring a guy is informed by his stats?
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# ? Apr 4, 2017 02:29 |
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Drakenel posted:So I don't know how, but I beat the monolith. I backed into a corner that amusingly had a hill. My men stood on top, using rotation to swap out guys with high fatigue. since only 3-4 could approach. Crossbows sniped the ancient priest on the way back, and lucky melees early on killed most of the necrosavants. Using terrain and rotate is honestly super effective for taking out huge numbers of undead.
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# ? Apr 4, 2017 02:30 |
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Here's a fun tip: during the cleanup phase of a fight (after the game asks whether or not you want to go after fleeing enemies), if you elect to keep going but find that it'll be physically impossible to catch up to anyone, selecting "Retreat" in the game menu will bring up the dialogue box again!
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# ? Apr 4, 2017 03:29 |
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Flails suck because they're garbage against higher armor orcs. Same goes for cleavers because the undead don't bleed. Warhammers are great because it has swipe like the Greatsword but it also staggers everyone that it hits, which sends been to the end of the turn order. Also the Warhammer destroys armor better than Greatsword. I keep Warhammer wielder on each flank. A great sword wielder next to them, with Shield guys in the middle. My entire backline has warbows and warscythes to swap to once melee has begun. Nothing like taking out an army of orc warriors, a few warlords, and a plethora of beserkers without taking a single casualty. Because everyone has overwhelm and all the tough units are staggered and without armor.
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# ? Apr 4, 2017 03:44 |
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What's a Warscythe and where do you get one?
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# ? Apr 4, 2017 03:46 |
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Night10194 posted:What's a Warscythe and where do you get one? Honorguards. The reap ability is great. It's like swipe but 2 tiles out instead of 1.
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# ? Apr 4, 2017 04:07 |
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Snatch Duster posted:Flails suck because they're garbage against higher armor orcs. Same goes for cleavers because the undead don't bleed. Warhammers are great because it has swipe like the Greatsword but it also staggers everyone that it hits, which sends been to the end of the turn order. Also the Warhammer destroys armor better than Greatsword. Flails crush skulls = fatality = no more undead re-rising. But apart from tha, I love keeping a flail guy around for the flavor and brutality of it. There's something sickening and horrifying about facing an opponent whose only unrelenting pursuit is to crush your and your comrades' heads with a morning star.
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# ? Apr 4, 2017 04:18 |
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theDOWmustflow posted:Flails crush skulls = fatality = no more undead re-rising. Warhammers do that and actually destroy armor. Flails are garbage because they suck at killing orcs.
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# ? Apr 4, 2017 04:22 |
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Snatch Duster posted:Flails suck because they're garbage against higher armor orcs. Same goes for cleavers because the undead don't bleed. Warhammers are great because it has swipe like the Greatsword but it also staggers everyone that it hits, which sends been to the end of the turn order. Also the Warhammer destroys armor better than Greatsword. Cleavers are great v undead. The bleed isnt the point, you can pop heads off which is a kill.
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# ? Apr 4, 2017 04:31 |
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Night10194 posted:What's a Warscythe and where do you get one? like someone said above, honor guards. you might also get lucky in quests that require you to get an artifact from ruins. sometimes you get the choice between the quest item and a random high quality undead weapon, which can be a war scythe.
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# ? Apr 4, 2017 04:40 |
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Sloober posted:Cleavers are great v undead. The bleed isnt the point, you can pop heads off which is a kill. I rather use weapons that can kill multiple targets per attack. Even the two hand cleavers can't do that. Also the damage is poo poo. If you want fatality to negate possible reanimation then just find a guy with blood thirty and give that guy a two hander.
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# ? Apr 4, 2017 05:49 |
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Maybe, just maybe, the weapons in this game are balanced in such a way that weapons are better in one situation while other certain weapons are better in other situations.
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# ? Apr 4, 2017 06:15 |
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Back Hack posted:Maybe, just maybe, the weapons in this game are balanced in such a way that weapons are better in one situation while other certain weapons are better in other situations. Wrong. Greatswords, great warhammers, and warscythes are the best for every enemy type.
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# ? Apr 4, 2017 06:20 |
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# ? May 11, 2024 11:18 |
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Can't shieldwall without a shield
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# ? Apr 4, 2017 06:23 |