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gently caress guys with military picks.
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# ? Jan 4, 2018 13:59 |
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# ? May 19, 2024 02:39 |
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Can someone please explain defend missions? I did a defend mission, waited around in the town, and then was told that the town was raided and I failed. I had been waiting while camping. Does that make a difference? What are you supposed to do in those missions? I was basically right there in the town center.
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# ? Jan 4, 2018 19:29 |
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redreader posted:Can someone please explain defend missions? I did a defend mission, waited around in the town, and then was told that the town was raided and I failed. I had been waiting while camping. Does that make a difference? What are you supposed to do in those missions? I was basically right there in the town center. I think you also need to defend the outskirts, so if there was a building further away that was sacked, that might have failed it? You should get a popup telling you the enemies are apporaching though, even when waiting in camp.
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# ? Jan 4, 2018 19:32 |
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Also you should literally see whatever outskirts building is being attacked because it will be on fire.
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# ? Jan 4, 2018 20:12 |
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Fewd posted:I think you also need to defend the outskirts, so if there was a building further away that was sacked, that might have failed it? Yeah and if it's like, a herbalist's hut (or whatever it's called) in a nearby swamp or something, I've noticed that they can be a fair distance away and may not be in your line of sight at all.
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# ? Jan 5, 2018 04:41 |
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The Ballad of the Bone Reavers Konrad Silkworm - A tailor by trade Konrad once fancied himself the dresser of kings! Unfortunately competition drove him to the mercenary trade where, fortunately, he has flourished. What he is best at is, ironically, coming back from the grave. A Survivor (90% chance to survive a non-fatal attack), Konrad has returned from at least three dirt naps, and endured the massacre by Brigand Raiders in Day 23. His blessed life has left a toll however. He sports a Missing Ear and is Traumatized by his frequent brushes with death. The latter did not prevent him from surviving an epic confrontation with 3 geists and 12 wiedergangers. A Clubfoot by birth, Konrad is famed in the company for threatening a pimp with his shears in defense of a well-liked harlot. 56 days with the company he has been through 33 battles and near has as many kills to his name (29). Gebhard - The company's first and only wildman, Gebhard was recruited in a forested village. Once it was apparent Gebhard always swung for the face (Brute), he was immediately given a flail and put in a flanking position at the edge of the formation. His 14 kills and tactical position has earned him a reinforced mail hauberk. Carsten on the Run - A killer on the run, Carsten is another born Survivor. The hot tempered pikeman has suffered more than Konrad however. Carsten has a Missing Finger and Broken Elbow Joint. The latter detracts from his natural skill (**) in melee combat. If he steps out of line he will be replaced right quickly. Best named recruit Most expensive recruit I've ever seen PS: How do I fight orks other than spearwalls? Holy gently caress those Berserkers decapitated three of my doughty bros with that drat waraxe.
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# ? Jan 6, 2018 03:41 |
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Helical Nightmares posted:PS: How do I fight orks other than spearwalls? Holy gently caress those Berserkers decapitated three of my doughty bros with that drat waraxe. Berserkers are fragile as gently caress and very vulnerable to archers, prioritize them and you can almost always kill them before they get an attack off. Similarly orc young can be killed easily and will gently caress up the morale of the other young/warriors. Orc warriors are the real puzzle and there's not really a better solution than "just be better than those walking hunks of steel" afaik.
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# ? Jan 6, 2018 03:47 |
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If you let a berserker start the party the party don't stop, though.
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# ? Jan 6, 2018 03:51 |
Orc Warriors are formiddable but they tire super easy and they are pretty cowardly. Fling a net over them to stop them getting the charge, and bash the poo poo out of them with cudgels. Watch them be reduced to a big dumb metal potato that raises a big dumb metal shield now and again. Do not ever break the shield. Ever. Also god drat is it satisfying in this game when you play enemies offa each other. I just bust an Orc City by kiting a bunch of necrosavants into it and holy poo poo what a goddamned mess. By the time they'd finished wailing on each other the Grafenhaven Dance Crew just had to stab a single orc Warlord in the face to collect their 6000 crowns.
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# ? Jan 6, 2018 04:05 |
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Disgusting Coward posted:Orc Warriors are formiddable but they tire super easy and they are pretty cowardly. Fling a net over them to stop them getting the charge, and bash the poo poo out of them with cudgels. Watch them be reduced to a big dumb metal potato that raises a big dumb metal shield now and again. Do not ever break the shield. Ever. Best post/username combo.
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# ? Jan 6, 2018 04:15 |
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redreader posted:Can someone please explain defend missions? I did a defend mission, waited around in the town, and then was told that the town was raided and I failed. I had been waiting while camping. Does that make a difference? What are you supposed to do in those missions? I was basically right there in the town center. To add to this, I just failed a defend mission during Nobles war because while waiting for the actual raiders to show up a house unit neutral to me passed by and burned some chicken coop on the outskirts. I killed the bandit raiders that I was hired to kill and failed the mission. Bug or intentional retardness, you decide.
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# ? Jan 6, 2018 15:53 |
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What equipment should my dastardly mercenary company be on the look out from Orcs, Ancient Dead and Goblins?
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# ? Jan 7, 2018 02:48 |
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Helical Nightmares posted:What equipment should my dastardly mercenary company be on the look out from Orcs, Ancient Dead and Goblins? From the dead you are looking for the warscythes, orcs if you have the stamina then almost anything they have, and from Goblins the Overseer crossbow.
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# ? Jan 7, 2018 02:51 |
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Goblins also have that small blade you can do the dagger puncture move with. The weight cost is 2 fatigue but it's better than the tier I and II daggers, and tier III daggers are pretty rare.
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# ? Jan 7, 2018 03:01 |
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Say, does the Battleforged damage reduction apply to HP damage if you deal it with something that ignores armor like Puncture?
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# ? Jan 7, 2018 03:02 |
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Night10194 posted:Say, does the Battleforged damage reduction apply to HP damage if you deal it with something that ignores armor like Puncture? Pretty sure it does not.
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# ? Jan 7, 2018 04:20 |
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Helical Nightmares posted:What equipment should my dastardly mercenary company be on the look out from Orcs, Ancient Dead and Goblins? Orcs: Head Choppers (Orc cleaver) aren't too bad if you have a character with good Fatigue or Iron Lungs and Cleaver Mastery. If you can find a unique one with more damage/less fatigue, it would definitely be worth fielding. Ancient Dead: Warscythes (dropped by Ancient Honor Guards) are the only reach weapon with AoE and put out great damage per round. Khopesh and Crypt Cleavers are also worth keeping as they provide good armor damage. Early on, when melee skill is low and you need all the hit bonuses you can get, Bladed Pikes are a good choice for damaging armor. Goblins: Jagged Pike strikes costs 5AP instead of 6 for other reach weapons and is useful throughout the game, especially if you have Quick Hands (ie enabling a Billhook user to strike, get a kill and Berzerk, move 1 hex, switch to Jagged Pike and hit another mob). Spiked Impaler (Overseer crossbow) is a great drop for crossbowmen.
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# ? Jan 7, 2018 06:57 |
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On orcs: The youth and berserkers are squishy, and the youth can be stunned with club blows, as can the berserkers IIRC. The warriors are susceptible to numerous bros piling Overwhelm on them, which means they'll hit too rarely - but in my opinion you definitely need some competent 2-handers to land Split Man/Overhead Blows as well. Also, keep in mind that all your bros should be good dodgers or fighters, otherwise don't place them in two ranks( unless you really like the rotation/footwork game, I personally don't).
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# ? Jan 7, 2018 12:25 |
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Tips for fighting enormous hordes of weidergangers? I've got a contract which has me facing about 24 of them, and I'm just looking at this huge crowd of zombies and wondering how I'm going to avoid getting ground down to nothing by attrition. I've got a pretty solid shieldwall of six guys, two guys with twohanders, three guys with two-tile-reach weapons (a billhook, a pike, and a longaxe), and one crossbowman, plus two more archers and another two-hander guy in reserve. I'm thinking of finding some good terrain, preferably with high ground, then tightening up in a really close stationary defensive formation and letting them come to me. Anything more to it than that? I can see fatigue becoming a problem really quickly.
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# ? Jan 9, 2018 05:25 |
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Mister Bates posted:Tips for fighting enormous hordes of weidergangers? I've got a contract which has me facing about 24 of them, and I'm just looking at this huge crowd of zombies and wondering how I'm going to avoid getting ground down to nothing by attrition. Personally, I find that a spearwall is all you really need, to deal with them effectively. I have every second man on the front row armed with a spear (and preferably also spear mastery, so the spearwall doesn't drop, if a zombie doesn't get through) and I give my archers on the back row pikes/billhooks to push any that make it through back. They're pretty dumb enemies, so they'll just keep ambling into your spears time and time again, before keeling over. Just remember to wait the first couple of turns before starting the spearwall, so that you conserve the stamina of your men.
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# ? Jan 9, 2018 05:39 |
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Iron lungs and Take a Breath or whatever are super useful against wiedergangers. Two mooks with cleavers, high fatigue pools, and take a breath let you chop your way through pretty much any size of wiederganger army as long as you also have a way to kill the necromancer (usually just a skilled bowman).
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# ? Jan 9, 2018 05:50 |
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Major Isoor posted:Personally, I find that a spearwall is all you really need, to deal with them effectively. I have every second man on the front row armed with a spear (and preferably also spear mastery, so the spearwall doesn't drop, if a zombie doesn't get through) and I give my archers on the back row pikes/billhooks to push any that make it through back. This, zombies are dumb as hell and will walk into your spears repeatedly until they die. They're also poor attackers and pretty flimsy unless they're wearing armour. Focus on taking down any ones with particularly dangerous weapons (flails and polearms) and any with little or no armour, and their numbers will get manageable quickly. Spearwalls are highly effective, as are area-of-effect attacks. Honestly if you're at a stage in the game where you have three passable two-handers (you said you have one in reserve) I would have literally zero stress taking on 24 zombies, unless you're fighting a necromancer in a swamp or something.
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# ? Jan 9, 2018 06:33 |
Generally with a big zombie gang there's a necromancer, so it helps a lot to have an archer with a good chance to snipe them. Past that yeah spearwall after an initial pause while they close so you don't overfatigue.
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# ? Jan 9, 2018 06:39 |
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Hieronymous Alloy posted:Generally with a big zombie gang there's a necromancer, so it helps a lot to have an archer with a good chance to snipe them. Yeah, I've never had a horde that couldn't be fixed with spearwalls( note that I include some guys with spear mastery who can beat off attackers even though a wiedergänger has entered their zone of control) and maybe one 2H. However, with a necromancer the game changes. If you can't take out the necro, the zombies will rise indefinitely and wear down your bros through attrition and fatigue. My favorite method is barreling through the line with every melee specialist I got and beat his face in, but I will usually include a couple of bow masters as well, who can trim the undead hordes even if they don't manage to shoot him down.
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# ? Jan 9, 2018 09:32 |
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If they have a necro I move all my guys forward, encase my archer's in a shell of more expendable bro's and fire away until the guy is dead. If they don't have a necro, two handers and AOE attacks should beat out the horde pretty well, it becomes more of a game of positioning than brute force at that point.
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# ? Jan 9, 2018 13:05 |
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Tias posted:Yeah, I've never had a horde that couldn't be fixed with spearwalls( note that I include some guys with spear mastery who can beat off attackers even though a wiedergänger has entered their zone of control) and maybe one 2H. The other option is cleavers. Slowly but surely decapitate your way through your enemy line. The axe-polearm (or the long-axe) have pretty good decapitation rates, so take that over the pike. Try not to actually kill anything with your banner/spears because they'll get back up again. I usually keep a cleavers and daggers in my inventory, then swap them into bags based on what I'm fighting. Watch out for heros, though, because they can come back even when headless.
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# ? Jan 9, 2018 16:49 |
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TheAnomaly posted:Watch out for heros, though, because they can come back even when headless. I usually leave them for last anyway so I dagger party their sick rear end dark souls armor
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# ? Jan 9, 2018 16:54 |
Lift weapons off the dead when you kill them. That way even if they rise again they're reduced to biting, which is effectively negligible against an armoured and shielded line.
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# ? Jan 9, 2018 16:57 |
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Disgusting Coward posted:Lift weapons off the dead when you kill them. That way even if they rise again they're reduced to biting, which is effectively negligible against an armoured and shielded line. Never thought about this. How delightfully dickish!
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# ? Jan 9, 2018 17:04 |
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I ran away, went back to town and bought a few more spears, then came back to attempt the fight again. Successfully ground my way through a loving grueling zombie-fest with spearwall and the high-ground advantage, but lost a veteran brother. I then went back to town and they offered to double my money if I went to another lair and killed the necromancer there, so I guess now I'm going to go try to pull it off again.
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# ? Jan 9, 2018 18:20 |
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every time this thread gets bumped it makes me want to find some new bros and jump back in
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# ? Jan 9, 2018 19:39 |
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TheAnomaly posted:The other option is cleavers. Slowly but surely decapitate your way through your enemy line. The axe-polearm (or the long-axe) have pretty good decapitation rates, so take that over the pike. Try not to actually kill anything with your banner/spears because they'll get back up again. I usually keep a cleavers and daggers in my inventory, then swap them into bags based on what I'm fighting. If their is a necromancer around then at least fallen heroes can get up without heads.
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# ? Jan 10, 2018 01:46 |
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Woah. So tier three ghouls can straight up swallow a dude whole. Good to know. I picked Cleaver Mastery for my Cleaver bro who wields a Head Chopper and he stacked 3 "bleed for 10 points" status effects on said ghouls. I think Cleaver Mastery is the only Mastery perk that really seems to pays dividends. So how does the Undead final conflict evolve? I got the dream with the courtesan and the message "The Empire Will Rise." What's next?
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# ? Jan 10, 2018 06:40 |
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Helical Nightmares posted:Woah. So tier three ghouls can straight up swallow a dude whole. Good to know. You're not -really- blooded till some corpse-eating freak swallows you whole Eh, there's a great deal of worthy mastery skills. Bow mastery is grand, especially on guys with the eagle eyes trait, and spear mastery is amazing against horde enemies - Club mastery is something I'd never pass over on fitting bros, as well. Even polearm is great if you pick up a warscythe. I think the only ones I never or rarely pick are dagger, throwing and flail. If you pick and win enough fights with the undead you'll be given another dream, where your options dictate the final fate of the ancient empire and its rulers Tias fucked around with this message at 06:52 on Jan 10, 2018 |
# ? Jan 10, 2018 06:49 |
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Tias posted:If you pick and win enough fights with the undead you'll be given another dream, where your options dictate the final fate of the ancient empire and its rulers (Not really a spoiler, but I'll tag my post anyway) Oh, what happens? Since for me after the conflict kept escalating, resulting in a city being overrun with the dead, until the (presumably final) dream happened, then it just kinda...ended, which was a bit underwhelming. Did I make the wrong choice and miss out on something, or?
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# ? Jan 10, 2018 06:58 |
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I think so. I did the same.
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# ? Jan 10, 2018 06:59 |
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Did my first city defense mission against undead yesterday. Poor loving militia. No shield, no armor but I'mma throw meself into that there pile of ancient dead RAH town has no militia no more
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# ? Jan 10, 2018 07:25 |
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Oh my god. How many of these undead motherfuckers do I have to kill to save this drat town?
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# ? Jan 10, 2018 08:29 |
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quote:A few more minor improvements and fixes.
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# ? Jan 10, 2018 14:39 |
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# ? May 19, 2024 02:39 |
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Tias posted:You're not -really- blooded till some corpse-eating freak swallows you whole Dagger and flail are also both good, though specialized. With dagger specialization you can make a beast of a specialized bro who has a dominant weapon (I usually do a sword for the low fatigue costs), a really good dagger, and quick hands. The trick to dagger specialization is that it lowers AP costs to 3 instead of 4 for an attack, meaning that you can get in 3 attacks per turn instead of 2--and even more if you get a kill and berserk yourself some AP back. Combine that with the dagger's ability to ignore armour, and a dagger specialist gets really interesting, though he absolutely needs high fatigue or he will get worn out super quickly. There's two particularly interesting things you can do with a dagger specialist. One is fairly basic, but it's the ability to switch to a dagger for an additional attack when you only have 3 AP. The most common place where this comes in handy is letting you get additional attacks while also moving. For a regular bro with 4 AP attacks, even a single move means you can only attack once in a turn, whereas a dagger specialist can take the 3 AP left over after a move and an attack to swap in the dagger and get in a second attack. This is a small thing but on a high-level bro with good attack and a good dagger it can regularly make a difference. The second, and more fun, use is solo-ing enemies with really thick armour by puncturing them three times a turn until they die. You need a bro with high melee attack and fatigue to make this work, but when you pull it off it's incredible. Flail mastery is also a bit specialized, but it's amazing early in the game when you're still fighting a lot of bandits and enemies with unarmoured heads (though it remains useful throughout because you keep getting enemies with unarmoured heads forever, just fewer of them). We all know flails are good for whacking enemies in the head, but their secondary attack (lash) is really stellar for that with its 100% chance to hit the head. When it lands it's often a really satisfying one-hit kill. The problem is a) it costs 25 fatigue, and b) it doesn't ignore shield defence bonuses, so despite its being most useful early in the game, it's also hardest to use early in the game when you still have low fatigue and melee attack. Flail mastery helps both of these problems by cutting fatigue use and negating the shield defence bonus. One or two early game bros with flail mastery (I often give it to one of the two melee companions) can make short work of half the enemies you encounter in the early and mid-game while also kitting out the rest of your team in their armour, and they remain situationally useful forever if you have them beeline for whichever enemies spawn without headgear.
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# ? Jan 10, 2018 15:47 |