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Noble war is rough in that regard especially when you piss off multiple houses. I allied with the underdog house in one game and it was really tricky staying out in enemy territory when everyone else was hostile and there were only 3 friendly settlements to resupply from. I got so starved for tools after buying out all the stock available that I had to resort to daggering chain hauberks off footmen just to stay armored.
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# ? Mar 22, 2019 15:32 |
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# ? May 11, 2024 05:16 |
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http://battlebrothersgame.com/dev-blog-119-tunes-from-the-north/ Mongolian throat singing as an inspiration for the new music tracks is an incredibly good idea
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# ? Mar 22, 2019 15:36 |
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If you don't get hyped over hitting people with a skull on a stick to the tunes of mongolian throat singing then I don't want to know you
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# ? Mar 22, 2019 15:40 |
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Came for spiky armor but stayed for the mighty vocals.
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# ? Mar 22, 2019 17:45 |
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I am real glad they went for throat singing.
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# ? Mar 22, 2019 18:10 |
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fun fact: there are historical reports of viking era scandinavians doing singing that, although maybe not matching throat singing 1 for 1, was described as guttural and growling, so this is p accurate
fishception fucked around with this message at 19:54 on Mar 22, 2019 |
# ? Mar 22, 2019 19:06 |
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That music snippet sounds every bit as as the barbarians look like and I'm yet another smidge more hyped for this DLC.
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# ? Mar 23, 2019 00:15 |
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Seen the newest update? Barbarians will bring beastmasters with tame unholds, some having plate armour bolted directly onto their regenerating skin
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# ? Mar 29, 2019 14:49 |
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As if white unholds weren't goddamn terrifying enough as it is EDIT: Also when I saw the barbarians have war drummers, the first thing I thought was the opening drumbeat from this: https://www.youtube.com/watch?v=bVvRLwmm2Tg Nordick fucked around with this message at 15:25 on Mar 29, 2019 |
# ? Mar 29, 2019 15:17 |
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Tias posted:Seen the newest update? Barbarians will bring beastmasters with tame unholds, some having plate armour bolted directly onto their regenerating skin I suspect these guys will make for a hell of a late game enemy. this is pretty exciting!
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# ? Mar 30, 2019 02:23 |
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Nordick posted:As if white unholds weren't goddamn terrifying enough as it is Knowing your tastes, may I suggest HULDRE? Just got back from their farewell show here in Copenhagen, and let me tell you, poo poo's off the hook to play Battle Brothers to: https://www.youtube.com/watch?v=j7xhPx_GDRY https://www.youtube.com/watch?v=2NljoPut2rg
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# ? Mar 30, 2019 02:40 |
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Hell yes gimme those unique loot pinatas baby
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# ? Apr 6, 2019 01:06 |
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I am very excited about champions, the idea is excellent. Now give me the expansion
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# ? Apr 6, 2019 02:36 |
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Oh hell yeah that sounds great.
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# ? Apr 6, 2019 04:51 |
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I guess that's also a solution to the difficulty curve getting all hosed up after a while as well.
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# ? Apr 6, 2019 09:24 |
Yeah that's a good idea. Still doesn't really help with the "dlc monsters can be a royal pain pre-crisis" issue though which seems like the biggest problem the game has right now.
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# ? Apr 6, 2019 09:34 |
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Hieronymous Alloy posted:Yeah that's a good idea. Still doesn't really help with the "dlc monsters can be a royal pain pre-crisis" issue though which seems like the biggest problem the game has right now. The dlc monsters have a broad range of difficulty though; and they’re easy to avoid for the most part. I’d argue that spiders are easier than dire wolves or nachzherers; unholds aren’t too bad; you should be able to take them in very small groups at least after 20-30 days. The others are super easy to avoid.
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# ? Apr 6, 2019 13:00 |
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The Lord Bude posted:unholds aren’t too bad; you should be able to take them in very small groups at least after 20-30 days. Depends which unholds you're talking about
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# ? Apr 6, 2019 14:18 |
Unholds are easy enough to beat. It's rehabbing the 400 injuries that's the problem.
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# ? Apr 6, 2019 14:25 |
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Two unholds killed my entire crew in a night ambush near a swamp village early on. No idea how I was supposed to fight them.
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# ? Apr 6, 2019 14:34 |
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vyelkin posted:Depends which unholds you're talking about Well of course the white ones are more dangerous but those are pretty rare. And the injuries aren’t that big of a deal, you just spend a bit of cash at the temple and hasn’t around for a day or so. Maybe take an escort contract. I think many people don’t put enough health into their bros; which makes it easier to get injuries. I always give my shield bros 100 health and other front liners 80. Even my rear line gets around 70ish.
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# ? Apr 6, 2019 14:36 |
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Just started playing this more seriously, after owning it a while and only really touching the surface. I haven't ever played enough to get through a crisis. For some reason half of the hires I am coming across in my new game are named Guntbert. I am ten days in, have ten men, and three are named Guntbert. I've passed up several Guntberts too. One of my many Guntberts is an apprentice, and just helped some kid fix a sword. It resulted in getting a free arming sword, so that seems kind of neat. Picked up a monk who has all of the resolve, and made him my bannerman. Here he is at level 3, just having picked up fortified mind. I haven't really ever used two handed weapons much aside from the banner, but from what people seem to say they are mostly the way to go later on. Going without a shield sounds scary to me though, as those units always seem to get targeted by archers and such too.
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# ? Apr 7, 2019 02:00 |
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Filthy Monkey posted:Just started playing this more seriously, after owning it a while and only really touching the surface. I haven't ever played enough to get through a crisis. The idea is that your two handed bros have the heaviest armor available and you use your ranged bros to pick off the ranged ones.
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# ? Apr 7, 2019 02:10 |
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Filthy Monkey posted:Just started playing this more seriously, after owning it a while and only really touching the surface. I haven't ever played enough to get through a crisis. Honestly, it kind of depends. Against humans, orcs and undead you will want two-handed bros (though I'd still consider shieldbros important against humans, never disrespect the man with the crossbow), since the high-tier enemies will be heavily armored and tighly packed, so you will get a good mileage of the area of attack and good damage against armor that most two-handed weapons have. Fighting Goblins? Shieldbros and bows all the way, they tend to have scattered formations, the damage from two-handers is overkill and there's a lot of ranged firepower coming from those little green fuckers. Fighting monsters? Here it varies a lot, but there are some encounters where shield bros are essential. Archers in general are always good, except when fighting Ancient Dead. That said, outfitting most of the line with two-handers is a late game goal when you have heavy armor (and so high fatigue) and candidates with good melee and defense stats. A lot of bros are simply not cut for it, so it's better for them to have their shields on than to be corpses. A specialized shield bro with taunt can be a real life saver in any battle.
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# ? Apr 7, 2019 02:32 |
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Filthy Monkey posted:I haven't really ever used two handed weapons much aside from the banner, but from what people seem to say they are mostly the way to go later on. Going without a shield sounds scary to me though, as those units always seem to get targeted by archers and such too. In the early game using two-handers is suicide because you'll just get shot to death by archers, and even once you're in melee your low mdef means you'll die anyway. But by the lategame I want most of my melee bros to be two-handers, though certainly not all of them. The AOE and damage from two-handed weapons is just too good, and since the best way to avoid taking damage is to kill all the enemies as fast as possible, you really can't beat a row of greatswords. The way to train up two-handers is to notice who has the stats and the stars to be a two-hander and develop them that way without giving them a two-hander until they're relatively high level. For me, a good two-hander is someone with high matk, mdef, and rdef, plus decent HP and fatigue. Without a shield they're going to be more vulnerable so the higher defence you can get, the better, and you want them to have high attack because the high AP costs for two-handers means they only get one chance to land a hit each turn, so if they miss that's a whole turn wasted. Fatigue can be slightly less important because they aren't carrying a shield, but you still want it to be as high as you can because two-handers need heavy armour to survive, and once you start berserking and unleashing two AOE attacks per turn you'll chew through fatigue incredibly quickly. So I level matk and mdef pretty much every single level, and level rdef when I get a high roll, otherwise fatigue or HP as usual for a melee bro, until I hit the magic rdef number of 10. Other than stats, it's all about perks for keeping two-handers alive. Every two-hander I make gets Anticipation, Reach Advantage, and Battleforged (I did make a Nimble two-hander for someone who had low fatigue and he is effective, but he also doesn't get to come for the hardest fights because he isn't as sturdy as my other bros) before I ever let them use a two-hander in combat. Anticipation plus rdef of 10+ is enough to make them basically immune to ranged attacks. You might still get an unlucky crossbow bolt now and then but it'll be rare. Reach Advantage and Battleforged are essential for keeping the two-hander alive once they get into melee. Until a bro has those skill levels and those perks, I give them a shield or a polearm to level them up. So basically building a two-hander bro is all about identifying their potential early and leveling them to the needed skills and perks so that they'll survive when you stick them in the front line without a shield, but then not actually doing that until they're a high level.
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# ? Apr 7, 2019 05:23 |
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What do you cut to make room for anticipation on a two hander? That seems very wasteful. Although I take steel brow - do you cut that? Overall I’d rather have steel brow. Once you’re in decent armour and have battleforged ranged attacks do jack poo poo to you. I just let them take potshots all day.
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# ? Apr 7, 2019 05:32 |
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The Lord Bude posted:What do you cut to make room for anticipation on a two hander? That seems very wasteful. Although I take steel brow - do you cut that? Overall I’d rather have steel brow. Once you’re in decent armour and have battleforged ranged attacks do jack poo poo to you. I just let them take potshots all day. I don't bother with Steel Brow anymore except on nimblebros. Everybody gets Colossus and in my experience that plus heavy armour is enough to make them very survivable. Goblin or bandit arrows may not do much to bros in heavy armour with battleforged, but arbalesters or goblin overseers will still gently caress you up if they land a hit.
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# ? Apr 7, 2019 05:55 |
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vyelkin posted:I don't bother with Steel Brow anymore except on nimblebros. Everybody gets Colossus and in my experience that plus heavy armour is enough to make them very survivable. I just wouldn't take a 2hander to a goblin fight; or I'd give them a shield just for that fight. I give shield bros Colossus but not 2handers - they get steel brow instead. my typical front line is 4 shield bros - spears on the edges and orc cleavers for the other 2; then 3 damagers alternating through. Assuming you take colossus over steel brow though that still means you need to cut something for anticipation, and I'm just not sure what you would cut for that. My 2handers get Recover, Steel Brow, Brawny, Weapon Mastery, Footwork, Underdog, Battleforged, Beserk, Killing Frenzy, and Reach anticipation. I can't see myself cutting one of those for anticipation.
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# ? Apr 7, 2019 06:21 |
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I don't take Footwork. If I need to rescue a bro who's close to death, I rely on shield tanks or polearm bros rotating in instead.
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# ? Apr 7, 2019 06:27 |
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I couldn’t live without it - for me it’s not just a question of saving the bro - more often I use it offensively, to shift the 2hander one spot over into the optimum position for an AoE attack
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# ? Apr 7, 2019 06:33 |
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The Lord Bude posted:I couldn’t live without it - for me it’s not just a question of saving the bro - more often I use it offensively, to shift the 2hander one spot over into the optimum position for an AoE attack I get around this problem by just having more two-handers, so even if one of them isn't optimally positioned, the guy next to them probably is
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# ? Apr 7, 2019 06:45 |
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Appreciate the 2h advice. Once I get a little further, I'll give it a shot. Currently day 28. I just threw a puncture party for a bandit leader, and he gifted me his sweet lamellar harness and noble sword. Pretty good when my guys are all armed with bandit raider type weapons and armor. The problem is that a band of bounty hunters wanted his head, and now they are absolutely pushing my poo poo in. Turns out they are even better armed, and they are an absolute bitch to even hit.
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# ? Apr 7, 2019 07:34 |
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Filthy Monkey posted:Appreciate the 2h advice. Once I get a little further, I'll give it a shot. oof you should've just given them the head and been happy with the armour and sword. Bounty hunters can wreck a lategame company, I would never want to fight them on day 28.
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# ? Apr 7, 2019 08:01 |
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That event is a real noob trap since you don't know the first time that the bounty hunters are just massively better than the guys you just killed
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# ? Apr 7, 2019 09:08 |
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Sometimes if you reload the auto save before the bounty hunter fight then you don’t encounter them Alternatively you could try running from them.
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# ? Apr 7, 2019 09:20 |
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Ended up just reloading and giving them the head. I bashed against them with a few reloads, but couldn't take them down. I am not ironmanning, as there is all sorts of stuff in the game I am unfamiliar with. My goal is to learn the game a bit better. Currently day 35. Guys are mostly armed with 110-115 durability body armor, 110-140 durability helmets, kite shields, arming swords, and flails. One guy does have a noble sword and lamellar harness from the bandit leader. I have two archers with hunting bows, and my bannerman. For 2h weapons I have picked up two longswords, two two-handed wooden flails, and a two handed wooden mace. I've tested the longswords a bit and they seem pretty good but I am trying to be conservative with how I use them right now. I haven't tried the two-handed flails or mace. Currently worth 6000 crowns, with my ambition being "get 15,000 crowns for a better cart". Maybe I jumped the gun on that one. I do have access to noble contracts. Killed some goblins just fine, and had a hard time trying to deal with orc warriors. It just takes me too long to actually beat through their armor. I am probably to the point where I need to start specializing frontliners. My average frontliner looks something like this, and I am not sure where I should start putting the level 6 perk points. I've tried a couple patrol missions, but so far they seem unrewarding for a time to coin ratio. Maybe I just haven't gotten lucky encountering enough enemies during them. Filthy Monkey fucked around with this message at 19:16 on Apr 7, 2019 |
# ? Apr 7, 2019 19:12 |
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Getting to noble contracts within about a month means you're definitely on the right track. I've occasionally fought bounty hunters early in the game when I had a few bros I didn't mind losing in return for upper tier gear. But getting through those fights without multiple deaths before you have a well-equipped company yourself is tough and mostly a matter of the dice being with you.
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# ? Apr 7, 2019 19:56 |
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Filthy Monkey posted:Currently worth 6000 crowns, with my ambition being "get 15,000 crowns for a better cart". Maybe I jumped the gun on that one. I do have access to noble contracts. Killed some goblins just fine, and had a hard time trying to deal with orc warriors. It just takes me too long to actually beat through their armor. Specializing will help you a lot. For orc warriors you really need one or two specialized hammer bros, their secondary attack does massive armour damage and will chew through even an orc warrior's armour in a turn or two, letting your other bros deal real damage to their HP. And in general a specialized (and here I really mean weapon specialized) bro will be significantly more effective in combat than an unspecialized one, even if they aren't specialized in the 100% most optimal weapon for that particular fight. e: also take patrol missions, complete the objectives, then if you're still below the number of heads (even if you're at like 23/25) go find a lair and destroy it. You get rewarded for heads no matter where you collect them.
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# ? Apr 7, 2019 21:17 |
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Filthy Monkey posted:Ended up just reloading and giving them the head. I bashed against them with a few reloads, but couldn't take them down. I am not ironmanning, as there is all sorts of stuff in the game I am unfamiliar with. My goal is to learn the game a bit better. Your guys aren't ready to be using 2 handed weapons (polearms notwithstanding). A bro is ready for a 2hander when you can meet the following criteria: - Has the battleforged perk - has both armor and helmet with 200+ durability - you have a greatsword or a 2handed hammer to give him. Don't waste time on lower tier 2handers. A few other points: you need to specialize your guys from day 1. In the example of the bro depicted in the picture, you've taken 2 perks - rotation and recover - that, whilst both being things you eventually want a shield bro to have, aren't things you want to give them right away - there are more important early perks. For example my first 5 perks for a shield bro are Student, colossus, shield expert, brawny and weapon mastery. 65 health is way too low for a front line troop, and you need to bulk up quickly because in addition to them dying more easily, having a low total health pool makes it easier for enemies to inflict injuries (attacks have a chance of causing an injury when the amount of damage done exceeds a certain percentage of your total health pool). In my company, I use the following system to determine specialization: 2handers are guys that will have 90+ matk, 140+ stamina (but more is better), 80 health and 50 resolve by level 11. (I don't give 2handers colossus) 1handers are guys that will have 80+ matk, 130+ stamina, 100 health (with colossus) and 50-60 resolve by level 11 (I give my spear guys on the flanks fortified mind, the others make do without) Polearms are guys that could have been 1handers or 2handers, but don't have enough stamina to make the cut. My back line troops get Nimble, so they don't need to wear heavy armor - they top out at Leather Lamellar and a 105 helmet. Archers are guys that will hit 90+ ratk, 70 health, 110 fatigue, and 40-50 resolve. Also note, I think you've hired too many guys too early - the number of guys you have in your company is one of the key factors that influences difficulty scaling. if you focus on quality over quantity the difficulty will scale more smoothly. Orc warriors are not day 30 enemies. stick with young and the occasional berserker. When fighting orcs, have every second guy in the front line move forward 1 space (your best damage dealers being the ones that step back). The ones that step forward absorb the initial charge and stun; then the others step forward to do damage. Late game my non spear shield bros have indomitable, so they don't get stunned. 1 handed hammers are useless - yes they can do a fair amount of armor damage but you are wasting turns by using destroy armor - all the while they aren't losing health, aren't suffering injuries, aren't getting the morale checks that come with losing health and suffering injuries. The regular attack doesn't do that much armor damage because the starting damage is so puny. The best weapon vs both an armored opponent and a naked opponent in damage per turn terms is actually an orc cleaver, which is what my shield bros use (but you need high fatigue). But for super heavily armored foes like orc warriors, I've actually found daggers to be the best - guys specced in them can use puncture 3 times per turn, and orcs are so big and fat that they're relatively easy to hit.
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# ? Apr 8, 2019 02:19 |
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# ? May 11, 2024 05:16 |
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The Lord Bude posted:1 handed hammers are useless - yes they can do a fair amount of armor damage but you are wasting turns by using destroy armor - all the while they aren't losing health, aren't suffering injuries, aren't getting the morale checks that come with losing health and suffering injuries. The regular attack doesn't do that much armor damage because the starting damage is so puny. The best weapon vs both an armored opponent and a naked opponent in damage per turn terms is actually an orc cleaver, which is what my shield bros use (but you need high fatigue). But for super heavily armored foes like orc warriors, I've actually found daggers to be the best - guys specced in them can use puncture 3 times per turn, and orcs are so big and fat that they're relatively easy to hit. I have to disagree here on the hammers, they absolutely aren't useless in the hands of a specialist. My 1-handed hammer user gets Crippling Strikes and Fearsome in addition to Hammer Mastery, which means that they can be doing morale checks even while destroying armour thanks to the guaranteed HP damage, and once the armour is gone and they're doing damage directly to health, they're dealing injuries even though their HP damage is lower than other weapons. More to the point, destroying armour is actually really useful against heavily armoured opponents like Orc Warriors (Hedge Knights and Knights it's also useful, but I'm less likely to use it there because I might want their armour). Orc Warriors have something like 300-400 armour durability before you even get into their 3-figure HP, which is multiple turns of people with other weapons just bashing against their armour before you're dealing any real damage, whereas a hammer bro can destroy it completely in two hits. I'll grant you that the hammerbro is more specialized than most, but I'd say he's an essential part of my team. Especially if you can get one with high mdef and fatigue so he can hold his shield against multiple orc warriors at a time. What I normally do in a fight with a lot of orcs is keep him in the backline and once the orc warriors commit to one side or another, I'll deploy him on the flank where he normally ends up tanking two or three orc warriors on his own, and what typically happens is one by one he destroys their armour and then the greatsword bro next to him kills the armourless warrior, then they just swing around the line doing that to each one in turn. He's also great at getting them to flee, especially if he ends up on the opposite end of the line from the warlord so they aren't getting rallied by him shouting. And for other fights I just give him a polehammer instead and he acts as an excellent backliner. I agree that daggers are useful, but they aren't very synergetic unless you train up a whole group of specialists in them (as an experiment I once planned to train an entire military company as dagger specialists but that was the one game where Hoggart killed everyone so that ended quickly), because they do no armour damage at all so the warrior or knight or hedge knight or even footman that the daggerbro is fighting has pristine armour which means if anyone who isn't using a dagger comes to help out, they find themelves bouncing off the armour instead of taking out the few remaining HP. In the past I've trained up a hybrid sword/dagger specialist since swords aren't good at dealing with armour and daggers are, but in my latest run I ended up not making one and haven't really missed him at all.
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# ? Apr 8, 2019 05:20 |