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xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Wizard Styles posted:

Did you get those as loot or buy them somewhere?
I've never seen any unique ranged weapon at all.

I've seen a bow in a shop in the game I just started.

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Taerkar
Dec 7, 2002

kind of into it, really

Both are loot, one I've had for quite a while, the Southern Shooter I just got out of an orc camp along with a named shield (60 hp, 20% MD and RD)

fishhooked
Nov 14, 2006
[img]https://forumimages.somethingawful.com/images/newbie.gif[/img]

Nap Ghost
Can some one explain the "xx% ignores armor" and xx% damage to armor a bit more? Are they added or is it one or the other?

Coolguye
Jul 6, 2011

Required by his programming!

Taerkar posted:

The game REALLY wants me to use crossbows.



scraped off this guy https://www.youtube.com/watch?v=11AIVdSsP_A

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Hieronymous Alloy posted:

I feel I achieved what I needed to achieve in the Noble War:



I just finished the "ally a noble house" ambition and got that same helmet as a reward, along with some pretty sweet armour (250/26) and a few shields

JeffersonClay
Jun 17, 2003

by R. Guyovich

fishhooked posted:

Can some one explain the "xx% ignores armor" and xx% damage to armor a bit more? Are they added or is it one or the other?

Ignores armor is how much of the damage bypasses the armor entirely. Damage to armor is the modifier for the portion of the damage that hurts armor. So if an attack did 100 damage, with 50% ignoring armor and 150% damage to armor, 50 health would be damaged and the 50 remaining damage would be multiplied by 1.5 to damage the armor by 75 points, I think.

Does split man hit both the head and chest for full damage if you roll a headshot, or something else?

Taerkar
Dec 7, 2002

kind of into it, really

According to the wiki the 'ignores armor' bit is still reduced by 10% of REMAINING armor after the armor damage bit is done. It's why the 25% ignore weapons tend to do little-to-no health damage.

If that Southern Shooter rolls max damage in the hands of a crossbow expert it has 89 x 75% or 66ish damage before the 10% armor reduction. If it's a headshot that's 99 damage before the 10% helmet reduction and most helmets aren't going to reduce it below 60.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Pretty sure split man is just an automatic head and body shot if you hit. Armor on both parts gets shredded. I have not seen it only hit one and not the other before.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Wafflecopper posted:

I just finished the "ally a noble house" ambition and got that same helmet as a reward, along with some pretty sweet armour (250/26) and a few shields

Yeah, that one seems to give the best reward of any ambition so far.

Tha_Joker_GAmer
Aug 16, 2006

JeffersonClay posted:

Ignores armor is how much of the damage bypasses the armor entirely. Damage to armor is the modifier for the portion of the damage that hurts armor. So if an attack did 100 damage, with 50% ignoring armor and 150% damage to armor, 50 health would be damaged and the 50 remaining damage would be multiplied by 1.5 to damage the armor by 75 points, I think.

Does split man hit both the head and chest for full damage if you roll a headshot, or something else?

Someone apparently translated this from a chinese guide.

quote:

The split man will hit the target twice in one attack.
The first hit is the same as common weapons and do 100% of weapon damage. It will roll to determine if the hit is on the head or body just like normal weapons. If it hits the head, it will do critical damage as well.
The second hit will be on the other part (if first hit on body, the second on head and vice verse). This damage is 50% of the weapon damage and NEVER crit.

The raw damage can be considered as 150% weapon damage if not crit and 200% if crit (with no other crit damage bonus). But as the damage will be subtracted by armor twice (once per hit, it does less health damage than a weapon with 150% damage, while the total damage on armor is the same as 150%.

So it's good against enemy with low armor on at least one part.

So it seems like you CAN crit, and if you do you will hit the head first, but if you don't you will hit the head second and not crit.

Trillhouse
Dec 31, 2000

Does the +10% chance to hit head that Killers on the Run get help with the lash attack for flails? Or does it only help with adding a chance to hit head on normal attacks?

Also, does Reach Advantage double or triple stack if you hit multiple enemies with one swing?

Tha_Joker_GAmer
Aug 16, 2006

Trillhouse posted:

Does the +10% chance to hit head that Killers on the Run get help with the lash attack for flails? Or does it only help with adding a chance to hit head on normal attacks?

Also, does Reach Advantage double or triple stack if you hit multiple enemies with one swing?

reach advantage adds can stack by hitting multiple enemies yes.

source: the tooltip for the perk "Reach Advantage"

Trillhouse
Dec 31, 2000

Oh duh. I don't have the game in front of me now. I thought it said it only mentioned hitting multiple enemies in one turn.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Well yes. At one point it only lost a few stacks at a time between turns and you could keep it quite high if you kept hitting multiple people, but now it drops off entirely when you get your next turn and you have to hit more people to get it back. Best you can do, I think, is successfully hit six dudes in a turn with round swing. Make sure to take underdog before you try that!

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED
Does anyone have a particularly fun trading map? Man I can't wait for that update

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Trillhouse posted:

Does the +10% chance to hit head that Killers on the Run get help with the lash attack for flails? Or does it only help with adding a chance to hit head on normal attacks?

It stacks, but it',s redundant with the flail's #2 attack because that hits the head automatically. Endgsme I think Killers and Jesters are better with axes for the critical hit damage bonus.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Harry Potter on Ice posted:

Does anyone have a particularly fun trading map? Man I can't wait for that update

There is a good list in the steam guides section but best I've found are 507bdd and 166207

Sloober
Apr 1, 2011

marshmallow creep posted:

Well yes. At one point it only lost a few stacks at a time between turns and you could keep it quite high if you kept hitting multiple people, but now it drops off entirely when you get your next turn and you have to hit more people to get it back. Best you can do, I think, is successfully hit six dudes in a turn with round swing. Make sure to take underdog before you try that!

I like the wide 2h sword attack to hit 3, and usually set it up so one guy will die, and w/ berserk he's in position to overhead chop two more guys for 5 stacks total. good poo poo

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Sloober posted:

I like the wide 2h sword attack to hit 3, and usually set it up so one guy will die, and w/ berserk he's in position to overhead chop two more guys for 5 stacks total. good poo poo

Yep. Most of my two handers are greatswords because its versatile and strong with that two deep Split move. I do love my axes for when those big crowd moments come, especially if the brother has the morale to not break just because people stood next to him ARNOLD YOU COWARD YOU COULD KILL THOSE MAGGOTS WITH YOUR EYES CLOSED WHAT ARE YOU SCARED OF!?

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Yeah, I like having one each of greataxe and two-handed hammer and let those bros team up on priority targets because there's nothing that can stand up to at most two turns of attention from those in combination. Orc warlords may survive but they'll be making GBS threads themselves and have at least one serious injury.
I don't ever feel like I necessarily want more of those, though, while I want at least two greatswords. Split is just amazing.

Harry Potter on Ice posted:

Does anyone have a particularly fun trading map? Man I can't wait for that update
I can vouch for Hieronymous' 507bdd, there are good trading opportunities all across the map. Good citadels and generally good settlement attachments, too. If you want to take advantage of the game always generating the same starting recruits (for a given map) when you first start the game, search the thread for the seed because there are some good ones there, including Humbert One Shot the 53*** Ranged Skill Hunter with absolutely no bad stats, Burkhard Whoreson the best Bastard, and a crazy good Daytaler you can hire for 90 Crowns. I'm nearing my second crisis on that map and a lot of those first hires are still with the company. (Burkhard Whoreson left during an event, a promising Miller died early on, but apart from that those guys stuck with me.)

The issues with this map pretty much boil down to the south having nothing to offer beyond occasional Wildman and ranged background recruits. No temple, no citadel, nothing.
e: Just staying in the north works pretty well for me, though, since it has everything you need.
There's also only one kennel and the settlement that has it is bordering orc territory. It's pretty much permanently dealing with raids and marauding greenskins. I'm not sure if that is an issue for everyone but at least my company owes its continued existence to animal sacrifices.



One map seed I played on is 6281ef. I personally played on this map because it offers the queen doll, bull and swan helms. The noble war is extremely lopsided but at least it's favoring the house you want to ally with anyway.
There's great trading in the starting area with a salt mine in the starting village (which also has an armorer to make the early game easier because all your melee bros can wear leather from day 1 on), 4 dye makers, 2 wool spinners and 3 amber collectors. The starting area trading ring includes both major cities of the map and consists entirely of civilian settlements so you'll get contracts from all of them. You can visit all settlements in the trading ring in a day or so. Fort close by has dogs.
One citadel with furnace and smelters. 8 weaponsmiths; I don't know what's required for them to spawn uniques but at least every second settlement has one.
There's one swamp settlement and a decent amount of Wildmen in the north in general. The south has a ton of Thieves for all Dodge tank needs. This map converted me to the way of the dagger bro.
Starting bros are pretty decent. Archer has 52 starting Ranged Skill, Tough and Fearless. Axe bro only has Irrational but good stats. Shield bro is mediocre: Superstitious, Survivor, decent Melee Skill and Defense, low Hitpoints. (I remember having to run from the first fight with Geists, which probably won't surprise anyone considering those traits.)
This map also has a couple of downsides in addition to the noble war issue:
Not the best (but okay) harbor placement in combination with undefended settlements near the wild, I wouldn't play this with permanent destruction on. Some out of the way settlements in general, but nothing too annoying. No lumber. No temple in the north. Not a great map for ranged recruits (my archers ended up being a Militia and a Shepherd in addition to the starting bro).
I didn't check for first day recruits because I didn't know that even was possible when I played on this, but I remembered a good Fisherman and went back to check if he's always there. And he is. Donbert the Fearless in Singhoben is a Fisherman with 57** Melee Skill and obviously good Resolve.

The map I'm looking to play on when the patch hits is 783198.
Not the best starting bros, but a very good starting area. Should have a good recruit background spread. Gem, salt and lumber trading in the northern starting area (lumber in the starting village), double dye makers in the south, overall good trading opportunities all across the map. Pretty good harbor, city and overall settlement placement. One central road connecting north and south, too, so travel by land/caravan contracts shouldn't be too annoying.
Helms: swan, dragon, bull.
I just checked for day 1 recruits in the starting area and they make up for the bad starting bros. Hilmar the Poacher in the starting village is a great archer. Humbert One Shot makes an appearance in Weilersheim. Bertram the Deserter in Donnersborg has good starting stats and 90 Melee Skill potential, making him a great early recruit and later backup. Eisenstein has a good Caravan Hand in Hildebert. Sigbold the Odd (Lumberjack) in the starting village and Burkhard in Wolfswall (Farmhand) have very solid stats, talents and traits.


I think Humbert One Shot is my true starting bro.

Wizard Styles fucked around with this message at 05:02 on May 6, 2017

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

I really like pikes, does anyone share my appreciation for them? I've got a lot of mileage out of just being able to back up a dude in trouble with two reliable sticks of pokey death.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

marshmallow creep posted:

Well yes. At one point it only lost a few stacks at a time between turns and you could keep it quite high if you kept hitting multiple people, but now it drops off entirely when you get your next turn and you have to hit more people to get it back. Best you can do, I think, is successfully hit six dudes in a turn with round swing. Make sure to take underdog before you try that!

Technically you could round swing, kill exactly one, berserk, round swing again for 11 stacks :v:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

xthetenth posted:

I really like pikes, does anyone share my appreciation for them? I've got a lot of mileage out of just being able to back up a dude in trouble with two reliable sticks of pokey death.
I usually phase them out at some point but I've willingly risked the lives of my bros to get an early pike from Brigand Raiders. I've spent some of my starting cash on a pitchfork before, too.

I also live in eternal fear of Billmen.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

GreyjoyBastard posted:

Technically you could round swing, kill exactly one, berserk, round swing again for 11 stacks :v:

Round swing once, kill one, inexplicably wait and hit spacebar, another enemy fills the gap, 12.

Pornographic Memory
Dec 17, 2008
I usually keep a pike or two around to give to low level melee bros since pike stabs have +10% chance to hit and they can cower safely in the second rank while still contributing some damage. I usually switch to bill hooks when they get some melee skill though because that armor damage is really rad. I'd love to use axes and pikes because their special abilities are way better but they feel anemic against enemies with any real armor.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



A bro just lost his nose to an orc and was all depressed, then Kurt the Cripple sits him down by the campfire and gives him a peptalk about how he's only missing body parts, not his mind, and now the guy's mood jumped like 20 points back into Content :kimchi:

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Mister Adequate posted:

A bro just lost his nose to an orc and was all depressed, then Kurt the Cripple sits him down by the campfire and gives him a peptalk about how he's only missing body parts, not his mind, and now the guy's mood jumped like 20 points back into Content :kimchi:

:eyepop:

grrarg
Feb 14, 2011

Don't lose your head over it.
Have they said how the economic difficulties are going to work? Are they a simple +/- to payouts and prices, or are they going to affect the number of resources on the map?

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Does anyone have a solid, reliable, consistent strategy against Orcs?

I have yet to find one I'm really happy with. You can't stun them, you can't push them, you can't use terrain because they push you. You can exploit their morale and warhammers/fearsome work but I hate strategies that are reliant on perks that aren't useful vs other enemies.

Clark Nova
Jul 18, 2004

Pretty much anyone in your lineup should be quick enough to Overwhelm an orc warrior, and it also works well enough on undead and noble house heavies too.

FeculentWizardTits
Aug 31, 2001

Hieronymous Alloy posted:

Does anyone have a solid, reliable, consistent strategy against Orcs?

I have yet to find one I'm really happy with. You can't stun them, you can't push them, you can't use terrain because they push you. You can exploit their morale and warhammers/fearsome work but I hate strategies that are reliant on perks that aren't useful vs other enemies.

About the only thing you can do is kill them with sheer brute force (targeting the orc young first is supposed to ruin warriors' morale, but I've never seen them flee before their armor was wrecked and half their health was gone). Warhammers are, indeed, kind of meh. Their two-hander cousins, however, are pretty great. They shred armor and knock anyone they hit to the end of the initiative line, no special perks necessary. Once the enemy's armor is gone they still do respectable damage and can hit multiple targets. They're useful against most enemy types, especially all the possible enemies you'll face in any endgame crisis.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Spakstik posted:

About the only thing you can do is kill them with sheer brute force (targeting the orc young first is supposed to ruin warriors' morale, but I've never seen them flee before their armor was wrecked and half their health was gone). Warhammers are, indeed, kind of meh. Their two-hander cousins, however, are pretty great. They shred armor and knock anyone they hit to the end of the initiative line, no special perks necessary. Once the enemy's armor is gone they still do respectable damage and can hit multiple targets. They're useful against most enemy types, especially all the possible enemies you'll face in any endgame crisis.

Yeah, I like having two 2h warhammer guys and two greatsword guys. I think the problem i'm running into is that I'd had my frontline one-handers generally use maces and flails, and the mace stun doesn't work on warriors.

Maybe have the shieldbearers dual specialize in two weapons, one battle line plan where they alternate maces and flails, and another where they alternate. . hrm. Spears and warhammers?

Clark Nova posted:

Pretty much anyone in your lineup should be quick enough to Overwhelm an orc warrior, and it also works well enough on undead and noble house heavies too.

I suppose, but initiative tends to be my dump stat, with archers as my overwhelmers.

Hieronymous Alloy fucked around with this message at 02:02 on May 7, 2017

Coolguye
Jul 6, 2011

Required by his programming!
just make resolve your dump stat instead, I am sure there will be no issues with doing this ever

Pornographic Memory
Dec 17, 2008
Against Orcs I usually have my one hander guys in every other space with spears. Orc Young (and to a lesser extent Berserkers, though they'll try to flank you too) flat out cannot deal with spear walls. They will do their stun charge straight into a spear wall and be repelled, or sit back and whip out javelins and never hit anybody with them. Orc Warriors will usually shieldwall and push through a spearwall but since they're almost always behind orc young/berserkers in the initiative order you'll still get a bunch of free damage while backing everybody off for your archers to shoot at. Once the spear wall breaks down for want of stamina or orcs just pushing through my one hander guys switch over to axes or one handed hammers...hammers are probably better if you have a lot of two handers since orc warriors have a lot more armor than hitpoints.

Pornographic Memory fucked around with this message at 02:19 on May 7, 2017

Taerkar
Dec 7, 2002

kind of into it, really

Maces are pretty decent at neutralizing warriors. You can't stun them but their fatigue pool isn't all that deep.

The guaranteed damage on hammers pairs well with crippling strikes and fearsome and that is useful on anything living.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Does anyone have a map with relatively few mountains and a good temple and harbor spread that gives the sun and either the bull or stag helm?

Also:

Harry Potter on Ice posted:

Does anyone have a particularly fun trading map? Man I can't wait for that update
I found a seed with two gem + salt villages reasonably close to the same city and Iron Lungs on the axe bro: 3fe84b.
There's a lot wrong with the map (the entire south, really, and it has a few too many mountain ranges), but trading, temple placement, starting bros and so on look good at first glance.

Hieronymous Alloy posted:

Does anyone have a solid, reliable, consistent strategy against Orcs?

I have yet to find one I'm really happy with. You can't stun them, you can't push them, you can't use terrain because they push you. You can exploit their morale and warhammers/fearsome work but I hate strategies that are reliant on perks that aren't useful vs other enemies.
I've committed myself to burning down every foul-smelling sea of tents I come across recently and I have yet to find anything that works really well against the 15+ Orc Warriors those sometimes spawn. A few things I've learned though (Veteran after the first crisis with the majority of bros fully leveled and a few unique items in the company):

Sometimes you get sent in against ~30 Orcs mainly consisting of Young and Berserkers backed up by maybe 5-7 Warriors. Those are actually pretty easy if my bow bros are doing their job. Kill the Berserkers and enough Young and the Warriors may already be wavering when they close in. Those fights are mainly an issue of picking the right targets. Berserkers with greataxes and chains need to go, obviously. After that I like to go for the Warlord first because he doesn't take that much longer to kill than Warriors and I don't want a group of Warriors at confident morale if I can avoid it. But, really, those fights aren't as hard as "over 30 Orcs" may initially sound.

The "Plethora of Orc Warriors" fights are much harder, and sometimes I've had to retreat from them or risk losing people. Warriors are slow and have no ranged game whatsoever, though, so I've just started letting everyone start with a net equipped. So almost the entire first line of Orcs is getting trapped in nets. Some will need two attempts to free themselves, some will break free and then shieldwall, either way it guarantees me the first strike and delays at least a third of the Orcs. Bros with Quick Hands go into those fights with two nets to have a spare for later use when I really need to hold up a Warrior for a round so I can focus down one of his buddies without my greataxe bro getting pushed out of the way or something like that. I also have one greatsword bro with Reach Advantage, Battle Forged and Underdog who can hold up 3 or 4 Warriors on his own for a few rounds. Mostly, the issue is keeping a few two-hander bros (at least the hammer and axe ones) close together so they can dismantle warriors relatively undisturbed, which is why I like using nets for these fights.
My archers and maces are not that useful in these fights. Bros with a crossbow can apply goblin poison, though. Bow archers are mostly just on Overwhelm duty, but can still be important to get rid of Berserkers on the way in. The mace bros all get Quick Hands, so their main purpose is having nets and tanking. If two bros with maces can team up on a Warrior, they can wear him out with the extra fatigue maces impose, though.
I've had very mixed experiences with my dagger-using Dodge tank during those fights. He's going to dominate duels against isolated warriors, but those don't always happen.

Of course, that's all endgame stuff, but that's when Orcs are mainly an issue. Before that their groups mainly consist of Young and Berserkers, which aren't that problematic unless you pick a fight with way too many Berserkers to get rid of before the lines meet. Nets still work against Orc Warriors early on, even better since you can devote a tanky bro with a few nets to just take a Warrior out of the fight for a while. Then it's mainly an issue of hoping nobody gets one-shot by a bullshit crit out of nowhere, which I've seen happen a few times when my bros are still wearing worn mail and nasal helmets.


I'm also at a point where I feel that I never want to use war dogs against Orcs in general. They just get one-shot, which translates to a free morale boost for the orcs. If I had unlimited supplies of goblin poison all my bros would get some.

Wizard Styles fucked around with this message at 03:13 on May 7, 2017

Taerkar
Dec 7, 2002

kind of into it, really

Duelist with thrown weapon spec is actually kinda mean with Javelins. Two throws from your second line hitting about as hard as a crossbow each and with comparable pen.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Duelist works with thown weapons?

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Wizard Styles posted:


The "Plethora of Orc Warriors" fights are much harder, and sometimes I've had to retreat from them or risk losing people. Warriors are slow and have no ranged game whatsoever, though, so I've just started letting everyone start with a net equipped. So almost the entire first line of Orcs is getting trapped in nets. Some will need two attempts to free themselves, some will break free and then shieldwall, either way it guarantees me the first strike and delays at least a third of the Orcs. Bros with Quick Hands go into those fights with two nets to have a spare for later use when I really need to hold up a Warrior for a round so I can focus down one of his buddies without my greataxe bro getting pushed out of the way or something like that. I also have one greatsword bro with Reach Advantage, Battle Forged and Underdog who can hold up 3 or 4 Warriors on his own for a few rounds. Mostly, the issue is keeping a few two-hander bros (at least the hammer and axe ones) close together so they can dismantle warriors relatively undisturbed, which is why I like using nets for these fights.
My archers and maces are not that useful in these fights. Bros with a crossbow can apply goblin poison, though. Bow archers are mostly just on Overwhelm duty, but can still be important to get rid of Berserkers on the way in. The mace bros all get Quick Hands, so their main purpose is having nets and tanking. If two bros with maces can team up on a Warrior, they can wear him out with the extra fatigue maces impose, though.
I've had very mixed experiences with my dagger-using Dodge tank during those fights. He's going to dominate duels against isolated warriors, but those don't always happen.

Of course, that's all endgame stuff, but that's when Orcs are mainly an issue. Before that their groups mainly consist of Young and Berserkers, which aren't that problematic unless you pick a fight with way too many Berserkers to get rid of before the lines meet. Nets still work against Orc Warriors early on, even better since you can devote a tanky bro with a few nets to just take a Warrior out of the fight for a while. Then it's mainly an issue of hoping nobody gets one-shot by a bullshit crit out of nowhere, which I've seen happen a few times when my bros are still wearing worn mail and nasal helmets.


I'm also at a point where I feel that I never want to use war dogs against Orcs in general. They just get one-shot, which translates to a free morale boost for the orcs. If I had unlimited supplies of goblin poison all my bros would get some.


Ok yeah thanks, those are exactly the fights I'm talking about.

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Taerkar
Dec 7, 2002

kind of into it, really

Wizard Styles posted:

Duelist works with thown weapons?

Without duelist:

Inflicts 30-45 damage to hitpoints, of which 0-20 can ignore armor

With duelist:

Inflicts 30-45 damage to hitpoints, of which 0-31 can ignore armor

Throwing mastery increases the damage at two hexes to 42-63, which means that duelist's bonus increases the ignore armor amount to 0-43.

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