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Flanking also improves your chance to hit, so you can try position them such that you can bring 2-3 of your guys next to one of theirs while your middle holds it's ground.
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# ? Sep 5, 2018 02:24 |
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# ? May 12, 2024 06:11 |
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Flails are the meme mid-game weapon, since their main attack ignores shield defense. There are so many shield-wielding enemies in the mid-game that it's effectively +15% to hit all the time. Alternatively, swords and pikes still give +10% to hit.
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# ? Sep 5, 2018 03:27 |
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The real power of flails is how many Raiders forget to wear a goddamn hat.
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# ? Sep 5, 2018 03:31 |
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I was originally giving every bro who got over 60 melee skill a flail, but I felt they were missing a Lot. Switching to swords, maces and axes (dps, cc and shield destruction) worked well for me until we all got eaten by orcs.
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# ? Sep 5, 2018 03:43 |
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Maces are honestly just good weapons in general.
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# ? Sep 5, 2018 03:44 |
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Night10194 posted:Maces are honestly just good weapons in general. I like equipping maces on my tanks who have low melee but high defense scores. Between the extra fatigue damage that maces inflict and the enemy's own fatigue buildup from whiffing attacks, you can lock down opponents and tire them out to a standstill. Add in the Recover perk and it becomes a fairly reliable way to succeed through attrition. It's less effective against undead which don't suffer fatigue, but maces are still handy on high initiative brothers for stunning dangerous targets.
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# ? Sep 5, 2018 04:27 |
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Breaking shields becomes totally useless after the early game imo, it just lets enemies hit you harder, and the enemies with shields that you'd really like to break have tons of HP so you have to waste multiple turns on them. Maces are cool and I'm hoping that the 2h mace is extremely badass
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# ? Sep 5, 2018 07:21 |
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If you have bros with sub 60 melee skill past their first couple levels, what you REALLY want to give them is the boot. Fire their rear end and find better dudes.
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# ? Sep 5, 2018 14:50 |
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Nordick posted:If you have bros with sub 60 melee skill past their first couple levels, what you REALLY want to give them is the boot. Fire their rear end and find better dudes. I've never really gotten to this point. I just run them until they either die or get an injury, people who are benched forever are super useful and giving them a spear means they can still zone the AI, even if they're not the greatest hitters. AI abuse is the name of the game.
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# ? Sep 5, 2018 15:17 |
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I really hate how reserve saps mood. It makes building and rotating a reserve a lot more annoying. C'mon, guys, are you really that upset about getting paid NOT to get hit with cleavers?
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# ? Sep 5, 2018 15:19 |
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Night10194 posted:I really hate how reserve saps mood. It makes building and rotating a reserve a lot more annoying. If I could have an entire roster of one-eyed frontliners I would, so that everyone would always be happy in reserve and as a bonus side effect my mercenary band would look like the crew of a pirate ship.
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# ? Sep 5, 2018 15:23 |
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I remember i had a nearsighted guy who lost an eye who traditionally wore full helms that reduced his vision and then he got into a fight at night. He literally could not hit the the hex in front of him--it wasn't even clickable.
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# ? Sep 5, 2018 17:19 |
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Went ahead and bought this last night and have been playing basically until now. Even on the easiest difficulty I can't make it past day 20 because pretty consistently the game gives me a bandit group that includes at least one guy with full chainmail and some sort of wacky flail that he uses to systemically one shot all of my guys one at a time. I also got caught up in a caravan mission that took me halfway across the continent on a 9 or 10 day journey and rewarded 300 gold at the end of it.
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# ? Sep 6, 2018 11:22 |
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Lurk more. Easy difficulty is still challenging, but there are tricks to it: - take on easy strongholds without doing it as contract - don't take contracts that take you clear across many cities unless the pay is sickeningly good (and even then the danger probably is too) - trade! Buy cheap poo poo in small towns and sell it (plus any trade goods you come across in the wilderness) in the big cities. - experiments with weapons, for instance club stuns are extremely good and daggers allow you to wack raiders without destroying their armour, letting you move into tier 2 equipment for free! (also, check out Hieronymous Alloys excellent goonmade guide on Steam for good pointers on how to build your company)
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# ? Sep 6, 2018 11:36 |
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DeathSandwich posted:a 9 or 10 day journey
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# ? Sep 6, 2018 12:29 |
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Caravans are the biggest newbie traps in the game. Only take one if it is short and headed somewhere you wanted to go anyway or when you are working on the 'visit every town' ambition.
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# ? Sep 6, 2018 12:45 |
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Yeah, find a few towns that are within a reasonable distance of each other and bounce between them if you can so you are never far from a place to stock up and are steadily building reputation so you get better deals on supplies and rewards.
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# ? Sep 6, 2018 12:49 |
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One thing that's easy to miss when you first start the game, too, is that you can negotiate a contract and agree to it but then still not accept it. This is particularly important for caravan and deliver cargo missions, because the negotiation screen doesn't tell you where the destination is. Here's how you do it: Enter the contract page. Say you can do the job. Negotiate your payment. Agree to the payment they offer. Then, when given the page with three options (Accept, I need some time to think about this, Reject), say you need time to think. You will be put back out on the town screen but the contract will remain in the top corner with a little unfurled scroll icon on it to show that you've already reached an agreement on it. That contract will stay there for a while, usually a few days, so you can at least leave the town and check your map to see where the destination is before re-entering to accept it. This also means you can prioritize certain contracts over others when a town has more than one, because you can learn what they all are and then choose what order to do them. For example, hunt down thieves before taking a caravan escort, because then your first job keeps you in the same town and your second job takes you to a new town that will hopefully have new jobs to do.
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# ? Sep 6, 2018 12:53 |
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DeathSandwich posted:Went ahead and bought this last night and have been playing basically until now. Even on the easiest difficulty I can't make it past day 20 because pretty consistently the game gives me a bandit group that includes at least one guy with full chainmail and some sort of wacky flail that he uses to systemically one shot all of my guys one at a time. Also, do you just use random map seeds? And yeah, caravan contracts are a trap on most maps. You should at least always check the road connection to your destination because caravans will stay on the road no matter how much shorter an alternative route would be. They will only leave the road if it's completely impossible not to. Those contracts are mainly good for taking you to places you want to go anyway or getting the destination to Well Supplied for better trading options. Wizard Styles fucked around with this message at 13:01 on Sep 6, 2018 |
# ? Sep 6, 2018 12:57 |
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I love short caravan trips, benefits are all there and if it gets ambushed I can gently caress off if the enemy force is too strong. Even then i'm halfway to the next town.
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# ? Sep 6, 2018 13:24 |
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DeathSandwich posted:Went ahead and bought this last night and have been playing basically until now. Even on the easiest difficulty I can't make it past day 20 because pretty consistently the game gives me a bandit group that includes at least one guy with full chainmail and some sort of wacky flail that he uses to systemically one shot all of my guys one at a time. I think a lot of strategy to avoid runs dying early is just to be really conservative about what battles you take. Fight every raider group you see for their gear IF you can crush them - if you outnumber them 3 to one or at least have mostly raider tier gear already. Otherwise, just fight thugs and do 1 skull contracts until you meet those conditions to beat up raiders for their stuff, and run away from every other enemy type (except for the occasional group of zombies) and any contract with more than 1 skull because none of this has a risk worth the reward in the early game.
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# ? Sep 6, 2018 13:42 |
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Today, one of my men punched a goblin to death. So, so proud.
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# ? Sep 6, 2018 15:43 |
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Closer...closer.... Yes! Now fight for my amusement! Actually, maybe wait until I can see what's happening. Much better. A convincing win for the Goblins. Vintage display. Also, that's a lot of happy Wolfriders. Had to be the one with that loving name. I am pleased. Wizard Styles fucked around with this message at 16:06 on Sep 6, 2018 |
# ? Sep 6, 2018 16:01 |
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Wizard Styles posted:
Well I mean, you are what you eat.
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# ? Sep 6, 2018 16:45 |
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Also important with caravans - never ever take a caravan in the early game if you are doing a brigand run. They shackle you to a slow moving target and then the houses send companies to push your poo poo in, because they inevitably get too close when you really want to be ambushing other people’s caravans.
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# ? Sep 6, 2018 17:15 |
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Wizard Styles posted:What kills your runs? Always Brigand Raiders or Marksmen as well? And what does your company look like when it happens? Random Seeds, yes. By the end of the newbie quest I try to have about 8 guys ready and kitted to go. I keep the default three in their basic gear, one of the fresh hires gets another ranged weapon depending on what's available, usually it's Javelin + Spear + dagger, occasionally I get lucky and find a hunting bow on the cheap. I'll give one of the newbies a pitchfork, and everyone else will get a combination of looted hand weapons of whatever variety I find + shields. I make sure everyone has hats and as many heavy tunics as I can manage. Usually marksmen are there, but they don't wind up being near the menace that the Raiders are and my ranged guys can push them off. I also seem to have hillarious instances of where I've got a 6 man dogpile surround on someone on even ground without a shield and still can't manage to hit him to save my life.
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# ? Sep 6, 2018 17:33 |
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DeathSandwich posted:Random Seeds, yes. By the end of the newbie quest I try to have about 8 guys ready and kitted to go. I keep the default three in their basic gear, one of the fresh hires gets another ranged weapon depending on what's available, usually it's Javelin + Spear + dagger, occasionally I get lucky and find a hunting bow on the cheap. I'll give one of the newbies a pitchfork, and everyone else will get a combination of looted hand weapons of whatever variety I find + shields. I make sure everyone has hats and as many heavy tunics as I can manage. When deciding which of your looted weapons to use, prioritize those that have accurate attacks and don't build up too much fatigue. Which early on means spears, swords and polearms, and crossbows for the ranged bros if possible. Some good map seeds: 90a7d8. Starting bros not amazing, but the archer is good. Great starting area with an armorer in the starting village (you can have your frontline in mail after a week if you're lucky), good trading and a citadel to pick up some decent recruits. The map layout is pretty good but it lacks a harbor in the north. 999989. Overall maybe the best map I've played on so far. Great starting bros, nice terrain with no huge mountain ranges or vast swamplands loving you over, good starting area with a bunch of villages offering trading goods and weaponsmiths/armorers/fletchers along the northern road. Also lacks harbors in the north, but it's not a big deal. I think there are some in Hieronymous Alloy's guide as well.
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# ? Sep 6, 2018 20:10 |
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I don't think I've ever gotten a map with harbors in the north. The harbors are always in a tight little knot in the far south, so close as to be all but overlapping.
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# ? Sep 6, 2018 20:19 |
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https://twitter.com/OverhypeStudios/status/1038014593958854656
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# ? Sep 7, 2018 11:44 |
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That looks really good, it's pretty much exactly what I would have wanted from a Battle Brothers crafting system.
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# ? Sep 7, 2018 12:31 |
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That DLC cannot come out fast enough.
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# ? Sep 7, 2018 13:42 |
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Fanciful hats and cloaks are going to get so many of my men killed in a quest for fashion.
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# ? Sep 7, 2018 13:59 |
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That armor with the white unhold pelt around the shoulders looks cool as all loving hell.Night10194 posted:Fanciful hats and cloaks are going to get so many of my men killed in a quest for fashion. I can't wait for The Adventures of the Fabulous Brothers.
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# ? Sep 7, 2018 14:37 |
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This part from the new devblog is important:quote:For a price, the taxidermist is able to create all kinds of new items that suitably reflect your achievements in big game hunting from the trophies that you bring him – charms, cloaks, armor plating, armor for your wardogs, shields, antidotes, drugs, and more. quote:armor for your wardogs quote:armor for your wardogs Doggos get to live longer. This is the best thing ever.
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# ? Sep 7, 2018 15:38 |
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I actually missed that, the drugs took all my attention tbh
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# ? Sep 7, 2018 15:45 |
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I like the idea that the taxidermist who can make you a nice cloak out of some fur and hide you bring him is also the guy who knows how to brew random animal body parts into potent drugs.
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# ? Sep 7, 2018 15:47 |
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vyelkin posted:I like the idea that the taxidermist who can make you a nice cloak out of some fur and hide you bring him is also the guy who knows how to brew random animal body parts into potent drugs. Everyone needs a hobby.
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# ? Sep 7, 2018 16:06 |
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Please give me berserker drugs for my bros
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# ? Sep 7, 2018 16:50 |
Demon Of The Fall posted:Please give me bodacious drugs for my dogs Fixed
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# ? Sep 7, 2018 17:28 |
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# ? May 12, 2024 06:11 |
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Battle Brothers: so many of my men killed in a quest for fashion.
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# ? Sep 7, 2018 17:52 |