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Tias posted:This is a really cool squad, and I'm definitely going to try to emulate it. I still can't wrap my head around how your guys have so consistently high fatigue after armour? It seems like you're able to only select the finest recruits, which seems to imply that you're not playing ironman or vet, but maybe I'm just bad at games The high Fatigue after armor is due to a lot of those bros being in unique armor with very good durability/Fatigue ratios to some degree, so it's partially a result of me going after unique gear early, pretty much as soon as I feel my bros can take on Brigand Marksmen or Ancient Legionaries in small numbers. Going unique-hunting early means I also don't really spend that much on gear overall. I can outfit most of my melee bros just by attacking lairs and getting a few pieces of unique armor (I think I had 3 before the first crisis on Expert) as well as looting some from the Brigand Leaders I'll invariably run into doing so. Almost all money I make goes into recruit screening. I probably go through hundreds of cheap bros that way. What cheap means varies, of course. Early on it's going to be bros like Messengers, Gravediggers, naked Wildmen and Thieves with butter knives, but all of those backgrounds have the potential to be great. Later on Squires or Milita costing 500-800 are also cheap enough to just hire and fire. Along the way, I'll also pick up some expensive bros if they're reasonably cheap or have good gear. Hedge Knights especially are a good source of heavy armor and always come with a two-handed weapon, are almost always usable and only need reasonably good talents to be endgame-worthy. Too expensive to just hire before the endgame if you don't want their gear, but often their hiring cost isn't much higher than what their scale armor and greatsword would cost anyway. But other backgrounds can also be good for this. Squires often have good weapons, so why buy a third tier mace for 2,500 if I can hire a bro from a good background that comes with one for 3k? e: The only semi-expensive backgrounds I hire systematically and not just for gear or if they're relatively cheap are Hunters and Witch Hunters. Hunters because they're by far the best ranged characters. Witch Hunters because I like their events. So basically, I buy almost no gear apart from stuff like nets and dogs. What I don't loot I take from recruits, and the money I save by not buying gear goes into more and more recruits. Wizard Styles fucked around with this message at 19:16 on Jun 30, 2017 |
# ? Jun 30, 2017 19:10 |
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# ? Jun 5, 2024 03:26 |
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What's a good map seed for accessibility and trading? I care less about the Bros themselves, they tend to go fast
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# ? Jun 30, 2017 19:53 |
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Tias posted:Ah well, one day Not any day, I am afraid. The last patch was the last one to add any content. The devs are now working on another game and will support the game only through patches to fix bugs.
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# ? Jun 30, 2017 22:07 |
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If a guy has a star on a stat is it better to spend the level up bonus points on a different stat? also is there any way to see the little blurbs about guys again after you've hired them? oh and where should i sell the jagged fangs from the neghze monster things? the tooltip says theyre worth 100 gold but everywhere is only buying for 15-20 Kly fucked around with this message at 01:55 on Jul 1, 2017 |
# ? Jul 1, 2017 01:53 |
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Kly posted:If a guy has a star on a stat is it better to spend the level up bonus points on a different stat? also is there any way to see the little blurbs about guys again after you've hired them? The star means that the amount you get from putting a point in that stat is, on average, higher. So it does nothing if you don't put any points in it.
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# ? Jul 1, 2017 02:09 |
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oh i see. i thought all stats were raising a little every level. another question, the battle log lists two things after attacking, chance and roll. what is that?
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# ? Jul 1, 2017 03:43 |
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So, does decapitating an enemy do anything other than prevent resurrection as a German zombie thing? If you decapitate a dude does it trigger greater morale loss in human enemies?
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# ? Jul 1, 2017 03:44 |
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Kly posted:also is there any way to see the little blurbs about guys again after you've hired them? quote:oh and where should i sell the jagged fangs from the neghze monster things? the tooltip says theyre worth 100 gold but everywhere is only buying for 15-20 For everything else, 20% of their listed value is already good. Elpato posted:If you decapitate a dude does it trigger greater morale loss in human enemies?
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# ? Jul 1, 2017 08:03 |
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Wizard Styles posted:But I abused the game always pulling recruits from the same pool of bros when you start a new game after booting up the map for one of the two runs those first screenshots are from. That level 21 Hunter, Humbert One Shot, was discovered in this very thread, and I've used him on two maps. Whats this trick?
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# ? Jul 1, 2017 14:45 |
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Here's the original post about that:Hieronymous Alloy posted:I figured out something that appears kindof interesting. The last part later turned out to not be entirely correct since the pool of potential recruits is larger than the amount of bros the game pulls from it at start. So there probably aren't any two seeds that share the exact same bros, but there can definitely be overlap. I've found Humbert One Shot three times so far.
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# ? Jul 1, 2017 19:17 |
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Wizard Styles posted:Here's the original post about that: Ok so hang on you boot up the game Start a game with ANY seed and head to the nearest town And it will have, as potential recruits, Bro's who are near constant from seed-to-seed providing you restart the game between generations. Allowing you to write down names and stats; then cherry pick them in a later game in any seed? And they're always really good stats?
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# ? Jul 2, 2017 00:54 |
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I *think* I may have found a somewhat consistent counter to brigand marksman bullshittery! Place guys shieldwalling in front of your archers( and other soft targets, like inexperienced 2H wielders), and it seems like they often catch the arrow intended for your archer. I'm not sure if this is just some sort of bias, but it seems like they also catch it more often when 'walling instead of just standing in the way. Either way, I think it works. Most of my guys are pathfinders anyway, so I can easily switch from defense to offense when their line breaks. Funso Banjo posted:Not any day, I am afraid. Yeah, I meant in the sense that seeing how well Battle Brothers work, someone else can make an open source version( or spiritual successor) one day and we can have unique member large-scale wars.
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# ? Jul 2, 2017 16:44 |
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Gridlocked posted:Ok so hang on you boot up the game I load seed 111AAA I get a bro named gridlocked in the nearest town. I reload it and don't. You load 111AAA, you get a bro named gridlocked, reroll it and maybe you don't
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# ? Jul 2, 2017 17:12 |
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I'm pretty sure someone mentioned that having a guy shieldwall doesn't increase the likelihood that arrows will hit him instead of the guy behind him, just the chance that the shield will absorb the hit if he takes it. That said, having two guys in front of your soft targets is probably the best way to deal with archers, aside from sniping them before they can snipe you.
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# ? Jul 4, 2017 15:33 |
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This game owns, but I'm really bad at playing ironman without using Alt+F4 constantly. I get pretty attached to my Bros. I rescued a guy who was about to be crucified for loving a melon, he's now one of my best archers. Velkor the Melon Mugger can never be allowed to die. I'm also really bad at using different weapons. Right now I have a ton of spear dudes, a couple axes and spears, one mace guy and some archers. I find two-handers really hard to use effectively. I also got soured on Flails in my first campaign, feeling like they never hit- then I realized my flail guy had a permanent shoulder injury that gave him -25% melee skill, so maybe I should give them another shot. The problem is it feels like a waste to switch weapons since most of my guys are levelled up enough to have weapon mastery in something.
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# ? Jul 9, 2017 00:20 |
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I feel like flails are an okay early/mid game weapon but they scale really poorly as time goes on. The best thing about flails is that they hit heads and negate shield bonuses, but eventually enemies get better head protection, and your brothers get better melee skill or other anti-shield solutions like two handers and axe mastery. So by end game flails only really help you fight against enemies with weak/no head protection, which are by and large enemies that you'd have zero trouble with anyway like orc young or bandits or undead auxiliaries. Plus their base stats are pretty underwhelming.
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# ? Jul 9, 2017 05:11 |
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Flails are an amazing early-game weapon because their headshot ability is the only reliable way to get enemies' body armour intact, except for surrounding the last enemy and stabbing them to death with daggers' secondary attack. Find a bro with high melee attack and fatigue, give them a flail, and let them beeline for enemies with strong armour and a shield but no helmet, and watch them simultaneously rack up the kills and upgrade your armour after every fight.
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# ? Jul 9, 2017 05:26 |
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Thanks, I will have to give that a shot when I start a new campaign. Well looks like the greenskin invasion has triggered, any advice for how to prepare? Orc Warriors pretty much ended my first campaign. I am guessing warhammers are going to be necessary. That one had been going pretty well too. I got an event super early where I came upon a funeral for an old man, with a fantastic sword being buried with him. I ended up stealing it and got a greatsword while all my bros were still in padded armour.
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# ? Jul 9, 2017 09:14 |
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I use both a two-handed hammer and a greataxe bro in my usual first 12. Together, those two make short work of Orc Warriors. Duelists and dagger specialists can also be good against them, although daggers fall off against really big hordes due to how fatiguing they are. Crossbow archers can reliably apply goblin poison (that the crisis guarantees a steady supply of) to Warriors and Warlords. Bow archers are essential to take out Berserkers. But always make sure to keep them at a safe distance to avoid flanking Berserkers actually reaching them or Warriors barreling into them. But probably the most important thing against both Orcs and Goblins is to have heavy armor. Otherwise you're going to have to deal with constant poisoning and 20 HP bleeds. Wizard Styles fucked around with this message at 10:10 on Jul 9, 2017 |
# ? Jul 9, 2017 10:08 |
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Wizard Styles posted:loads of cool gear Yo Styles, can you go into a bit more detail about what you learned about attacking lairs from day one? I'd really like more unique gear to round out my squishier/dodgier builds, but I don't think I'm doing it right: either the lair wipes out half my front line jobbers which I have a hard time recovering from economically, or I lose one or two of the really talented guys I'm building. What to do
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# ? Jul 9, 2017 13:55 |
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Tias posted:Yo Styles, can you go into a bit more detail about what you learned about attacking lairs from day one? I'd really like more unique gear to round out my squishier/dodgier builds, but I don't think I'm doing it right: either the lair wipes out half my front line jobbers which I have a hard time recovering from economically, or I lose one or two of the really talented guys I'm building. What to do What I do in the first weeks is travel the map to gather rumors and recruits, clear ambitions for renown, fight what I can and gear up. I generally wouldn't attack anything harder than a group of Brigand Raiders during this time. Brigand Raiders give you good loot, but everything else isn't worth the risk. So mostly it's going to be huts full of basic Wiedergangers with maybe an armored one thrown in, Brigand Thugs, and Orc Young. Orc weapons are pretty great for the early game despite their fatigue cost, by the way. Ancient Auxiliaries are also good targets while they last - I don't know how early the game starts mixing in Legionaries there, but it's pretty early. Anyway, the key in these early days is more to never pass up an easy fight, because that lets you get renown, gear and levels faster. You can just go after lairs in earnest once you're fully decked out in stuff looted from Raiders and your guys are mostly level 5-6, which happens pretty quickly this way. You should also be able to take noble contracts (which means patrol duty, really) by then. You might run into Brigand camps or Ancient Dead lairs that are easy enough before, but a lot of other stuff will be out of your reach. Once that point is reached and you can just take a patrol contract and disappear into the wilderness to pillage for a few days and make thousands that way, a lot of regular contracts stop being worth the risk for a time imo. The nice thing about hitting lairs is that you mostly know what you're getting into and you can always find lairs to attack. But you're building up cash reserves, so it can be worth to take contracts that have a chance to spawn uniques. Patrols do that anyway, and guarding caravans as well. Retrieving artifacts for villages with special stores, too, and getting uniques to spawn in small villages with low prices is a great way of getting them for cheap. Just gotta make sure you're not being sent to a lair that you know has a unique in it, because it will disappear when you take the contract. The lairs I'd take on from that time on (probably day 20-something?) are Brigand camps, Goblin outposts (only at night), Ancient Dead unless they have high level enemies, and Orc caves. Regular Undead as well unless they have a Necromancer and more than a few Geists (although this will always depend on how much trust you have in your archers and sergeant) or just too many armored Wiedergangers or more than maybe one Fallen Hero. It's a judgment call, really, since a lot of different things can go wrong against Undead at that point. I'd absolutely stay away from Necrosavants, Orc Warriors and Goblin cities in general. Also, probably obvious, but I wouldn't attack lairs that don't let you see the garrison unless it's absolutely certain that there's a unique in there. Brigand camps are your best bet overall since they can have uniques and even if you don't get one, you can get free armor upgrades from Brigand Leaders. Also, building up a good reserve during this time is important. It also kinda just happens because you will have a couple injured guys most of the time since you're just fighting nonstop. And really, you just snowball from there. You destroy lairs, the game spawns new ones that might contain uniques, you've got enough money to buy rounds at every tavern, and so on. While that happens, I'd only really spend money on recruits and armor (and uniques, of course). The one exception are rondel daggers, because they're cheap, help in getting more armor for free, and no enemy drops them. Like I wrote in an earlier post, I try to avoid buying armor and prefer to loot it or get it from recruits. But you can always have terrible luck with the gear Brigand Leaders have and might not see a hireable Hedge Knight for weeks. I wouldn't spend money on any armor upgrade besides going straight to scale armor or better, but sometimes you've got to do just that. Once your guys are armored up (so in something better than rusty mail shirts), Orc Warriors, Necrosavants and even some Goblin cities and Orc Warlord camps are worth the risk if a rumor points you in their direction. I realize none of this is 100% reliable, since you might just have incredibly bad luck and all the good uniques are in Goblin cities and Orc Warlord camps. Or they might be too far away from any taverns. Or your map might not have a lot of villages with armorers, fletchers or weaponsmiths. But I've used this strategy 3 times now, twice on Expert, and I've always ended up with 10-15 uniques before the crisis hit. Not all of them are good, of course. And some are just unique throwing weapons I bought for 2,000 when a fletcher was happy I enabled his village's rampant idolatry. But still, I think 10 uniques before the endgame is very achievable. Wizard Styles fucked around with this message at 16:38 on Jul 9, 2017 |
# ? Jul 9, 2017 16:33 |
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Wizard Styles posted:The lairs you can attack from day 1 on are extremely unlikely to give you uniques, they're just for loot. I found an amazing unique cleaver that was guarded by a dozen Ancient Auxiliaries in the first two weeks once, but that was it. No kidding! I got an open war grave full of ancient legionaries.. I gotta admit I took a job to turn them into auxillaries How often do you take actual assignments from the towns? I'm on a new playthrough trying your strategy, and I find myself grabbing one now and again to keep up with money and ambitions. quote:I realize none of this is 100% reliable, since you might just have incredibly bad luck and all the good uniques are in Goblin cities and Orc Warlord camps. Or they might be too far away from any taverns. Or your map might not have a lot of villages with armorers, fletchers or weaponsmiths. All right, cool. I still find myself losing a lot of guys I could see myself building into vets, but I guess that's the cost of reliably clearing strongpoints.
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# ? Jul 9, 2017 18:17 |
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Tias posted:No kidding! I got an open war grave full of ancient legionaries.. I gotta admit I took a job to turn them into auxillaries quote:How often do you take actual assignments from the towns? I'm on a new playthrough trying your strategy, and I find myself grabbing one now and again to keep up with money and ambitions. I also don't have a reserve to speak of at that time. Maybe a disloyal Farmhand I picked up at some point, or a random Deserter. With less bros to go around, I'd rather risk injuries and deaths attacking lairs. So at that time, I'll mostly do easy contracts while injured bros are recuperating, although I'll occasionally take contracts from settlements I want to have good relations with (trading hubs, anything with a special store). And to be honest, it often comes down to what enemy I want to fight. If I just got back from hitting 3 Undead lairs in a row I'll gladly defend a village from all the Brigands of the world. Oh, and I almost always take 2 and 3 skull monster hunts because they're mostly easy and you might luck into Direwolf armor. And later on doing contracts and attacking lairs stops being an either/or decision anyway, as long as you manage to build up some reserve bros. Which kinda just happens unless you suffer a lot of deaths. quote:All right, cool. I still find myself losing a lot of guys I could see myself building into vets, but I guess that's the cost of reliably clearing strongpoints. In the long run I find that I actually lose less people playing like this, though.
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# ? Jul 10, 2017 18:29 |
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The pit full of legionaries was on Day 2 And okay, I get you. I often let my choice of enemies dictate which way I go, marksmen, legionaries and goblins all become a lovely chore if you take too many in a row!
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# ? Jul 10, 2017 18:35 |
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Tias posted:The pit full of legionaries was on Day 2 I've never seen one like that. I ran into roaming Legionaries on the way to an artifact retrieval during the first week before, but luckily there was another mercenary company close by. May they rest in peace.
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# ? Jul 10, 2017 18:43 |
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Yeah, that was pretty outrageous. To anyone else following, I just want to add that Styles' "kill loving everything that moves" strategy( and it's hot cousin "follow them home and raid the lair"), has been really lucrative, in money if not yet in uniques.
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# ? Jul 12, 2017 10:32 |
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I'm kinda having slightly bad luck with uniques myself right now. It's day 27 and I've got two, which is fine, but: A bro died for that shield, too. I also got a Crypt Cleaver out of that, so I'm okay with his noble sacrifice, but still. The shield could at least give some extra Melee Defense. Wizard Styles fucked around with this message at 21:05 on Jul 12, 2017 |
# ? Jul 12, 2017 21:03 |
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I hired a Witch Hunter and he comes with a cool hat and crossbow, but he can't shoot for poo poo.
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# ? Jul 13, 2017 10:50 |
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StrixNebulosa posted:I hired a Witch Hunter and he comes with a cool hat and crossbow, but he can't shoot for poo poo. Bowyers, Hunters et al will also pull that trick on you. It's actually kind of neat how they can start out with a functional high ranged skill, but not improve well, IMO.
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# ? Jul 13, 2017 12:52 |
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Tias posted:Bowyers, Hunters et al will also pull that trick on you. It's actually kind of neat how they can start out with a functional high ranged skill, but not improve well, IMO. He died like a chump to my first orcs without ever killing a single dude. Wasn't much of a witch hunter, I guess. ...also holy hell orcs hit like trucks, I was NOT expecting to lose half my company to like one orc adult.
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# ? Jul 13, 2017 14:08 |
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Yup, don't take on an Orc until you've got a dude who can rip people apart. A typical hammer user can break an orc warriors armour, any 2H weapon aside from the cleaver also does a fair bit of damage to it. If you mean a berserker, shoot them before they get close, holy poo poo they hurt.
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# ? Jul 13, 2017 14:31 |
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StrixNebulosa posted:He died like a chump to my first orcs without ever killing a single dude. Wasn't much of a witch hunter, I guess. In every other fantasy setting, they hype orcs up as massive, physically strong threats that then get taken out by the thousands by toddlers with pointed sticks. In Battle Brothers, the hype is real.
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# ? Jul 13, 2017 15:02 |
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It really is. Get lots of strong dudes, use orc weapons for extra credit
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# ? Jul 13, 2017 15:17 |
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Your mans will eventually get badass enough to go toe to toe with orc warriors and it feels great when they're breaking before your might
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# ? Jul 13, 2017 16:27 |
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RabidWeasel posted:Your mans will eventually get badass enough to go toe to toe with orc warriors and it feels great when they're breaking before your might One thing I really appreciate in this game is the sensation of squad growth. I have had a long, hard grind doing Styles assignment-less run getting my rear end kicked by loving German ghosts and legionaries and whatnot, and then suddenly, today, my men advanced, in perfect formation and growing morale, UP a hill and cut a group of brigand raiders and marksmen into shreds! I fistpumped, I shall have to admit. Now they're routing berserking orks and brandishing ancient treasure, and I know in my heart they have arrived. Tias fucked around with this message at 18:26 on Jul 13, 2017 |
# ? Jul 13, 2017 18:23 |
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The first time you decapitate three brigand raiders with a greatsword is so great. They go from being a huge threat when you first start to being a speedbump. So many RPGs today have scaling enemies and it sucks to deprive you of the feeling of growing in power.
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# ? Jul 13, 2017 19:09 |
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It's very well balanced, IMO. Goblins, wieders and direwolves may seem poo poo at first, but once you suddenly have to fend off hordes of them with frenzy, shaman/necro backing and so on, you learn to appreciate them again
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# ? Jul 13, 2017 21:25 |
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RabidWeasel posted:Your mans will eventually get badass enough to go toe to toe with orc warriors and it feels great when they're breaking before your might This is what a true bro lives for.
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# ? Jul 14, 2017 00:34 |
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I saw that pic (or one much like it) right before I got this game. Now I understand.
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# ? Jul 14, 2017 01:52 |
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# ? Jun 5, 2024 03:26 |
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Wizard Styles posted:
And I'm still early enough in the game that I look at that and go (my dudes aren't even to level 5 yet, we'd be screwed in the face of that)
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# ? Jul 14, 2017 02:40 |