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dogstile
May 1, 2012

fucking clocks
how do they work?

Tiler Kiwi posted:

every time i think about playing this game again i read all the super gamey stuff you have to know or you get punished for falling for one of the many trap options and i go Ehhhhhhhhh

Nah, this thread does a horrible job of talking up the end game.

The average player experience is that someone will be savescumming constantly. This is fine, its a single player game. Most people in this thread are savescumming recruits constantly. Off the top of my head I can only think of maybe three people who don't.

I've gotten to "end game" which is literally "beat the first crisis" with idiot bro's who wouldn't fit in any end game party as described by this thread. I'm not gonna take on the black monolith with this guy, but that's for the people who are playing past day 200, which i'd guess is maybe 1% of people who have ever played this game. Once you get to that point, yeah you're gonna want to know the mechanics, but I certainly didn't know the "minimum 6 guys difficulty" thing when i started.

Game good, game hard, but game good.

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Lunchmeat Larry
Nov 3, 2012

THE BAR posted:

Doesn't feel like you can't do well with suboptimal choices. But I don't have any of the DLC, and supposedly they have some really annoying monsters in them?
I've been playing a lot recently and picked up Beasts and Exploration on sale, and while I might change my mind if I spend some time really devoted to monster hunting, I would say without exaggeration at the moment that the B&E monsters make the game actively worse

dogstile
May 1, 2012

fucking clocks
how do they work?
I felt that way at the start too, but the stuff they give you becomes real useful later.

Cease to Hope
Dec 12, 2011

Lunchmeat Larry posted:

I've been playing a lot recently and picked up Beasts and Exploration on sale, and while I might change my mind if I spend some time really devoted to monster hunting, I would say without exaggeration at the moment that the B&E monsters make the game actively worse

I dunno if it's changed since the last DLC, but before that the beasts were only worth fighting pretty deep into the endgame for their crafting mats, except for a couple recipes that are worth it early on like sticky nets and bigger quivers. Otherwise you just kinda want to avoid them as best you can.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
Hmm, I picked up all the DLC so didn't notice what each expansion added. So without the Beasts one, there's no spiders, witches, wolves, rock guys, or giants?

I agree with some of the other posters, being pretty new and finding every guide obsessed with a bro's stats 10 levels in the future from when you recruit him is a little off-putting, but no one who likes the game enough to create a guide is going to write "how to do okay at battle brothers", so I understand all the meta/endgame focus, given the game mechanics lend themselves to it. And the casual player can still get some good information even if they aren't as committed to end game strategy.

It sounds like no one really plays it ironman, even though that's what the game recommends, then? Is it just too frustrating with the RNG? In my current first game I save often but have only reloaded a few times, usually when I get a total party kill against some enemy I've never fought before.

dogstile
May 1, 2012

fucking clocks
how do they work?
That and the perfect endgame runs that people like to do would take 3x as long if you couldn't just check every bro in a settlement to verify if they're trash. The difference between savescumming and not is whether you want to spend 3k seeing every bro in a settlement only to fire 9/10 you checked.

Fabricated
Apr 9, 2007

Living the Dream

THE BAR posted:

Doesn't feel like you can't do well with suboptimal choices. But I don't have any of the DLC, and supposedly they have some really annoying monsters in them?
The Beasts & Exploration DLC adds multiple new "beast" class enemies that can be the targets of contracts or just found in the wild. The only one of these I really dislike are Hexen, which are witches who are very weak but come with a random escort of either beasts or mercs/raiders. The thing about Hexen is that they spam a mind-control ability at long range which requires pretty good resolve rolls to resist, and is unbelievably dangerous if it hits say your 2H Axe bro while he's in range of someone else. They also regularly cast a debuff on one of your bros that makes them share damage, so if you kill the Hexen it kills your bro- which you have to wait for to fall off. The general prescription for Hexen is to have your best archer snipe them and maybe have everyone keep a bonk branch in their pocket to quick hands to in case they need to stun a mind-controlled bro. They're the only one added that I really will just go out of my way to never fight unless I really want their crafting mats for some reason.

The rest aren't bad at all and just need particular strategies to handle. The next most annoying IMO are schrats but that's mostly because they have a tendency to cause a lot of injuries; they're not too bad to handle once you've got them figured out. The crafting stuff added in the Beast DLC is really nice- a lot of the crafted items have been buffed since its release so the crafted shields are good, and many of the armor attachments are great.

Also I think when people talk "endgame" they mean the big ticket special locations. You can handle a crisis with pretty average bros. You probably cannot handle The Black Monolith, or the Sea of Tents, or The Underground Library with average bros.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Yeah, if the after game requires that much preparation, it's probably not worth it. You can beat crises just fine with low end recruits. I can't even begin to wrap my head around the idea of save scumming or using tools to view every recruit. Or not using a guy who turns out underwhelming.

I think of new recruits as scratch-off lottery tickets.

The game has a lot of potential and good ideas, but the way it seems to lock folks into a very specific style of play for the nebulous after game content doesn't strike me as great design.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
New patch landed. 1 balance change:

Fatigue penalty of Handgonnes increased from 12 to 14. Seems inconsequential.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I don't like fighting the little nightmare guys much because it seems like you have to fight them at night and they cheat in two ways, by teleporting around when they are hit and by attacking with an attack that puts you to sleep and then ignores armor.

I've collected a few armor upgrades from monster parts but I'm hesitant to use them since I'm pretty sure I haven't found my "forever" armor yet. I'm assuming that's supposed to be some named platemail or something, but I've only ever seen 3 or 4 named items in shops and they have been unaffordable. Am I correct that named items are randomly rolled, so some might not be too useful?

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Fabricated posted:

Also I think when people talk "endgame" they mean the big ticket special locations. You can handle a crisis with pretty average bros. You probably cannot handle The Black Monolith, or the Sea of Tents, or The Underground Library with average bros.
Yeah that's an important point and tbh I never really thought that I should actually mention it because I was so used to how I play the game. The average game is supposed to end after the first or maybe second crisis and yeah you don't need my special bois to get there. From my perspective that's the midgame. Clearing locations like sea of tents, huge barb camps, or massive hordes of skellies is my favorite content in the game by far and that's why I'm so bent towards it with my builds. So I guess the best course of action for players that don't play 500 day campaigns with special bois in all famed gear like me is to just play what they want and take a few pointers from builds like mine. I mean "losing is fun" is a motto in the game and that also includes building a bro with skills you think are cool but which end up being kinda lovely in the serious encounters of the first crisis. You learn from that and build differently next time

Btw I'm scumming recruits every time because that's a layer of "difficulty" I don't want to engage with. It's not hard to grind up the needed cash but it's just not an entertaining use of my time

A Strange Aeon posted:

I don't like fighting the little nightmare guys much because it seems like you have to fight them at night and they cheat in two ways, by teleporting around when they are hit and by attacking with an attack that puts you to sleep and then ignores armor.

I've collected a few armor upgrades from monster parts but I'm hesitant to use them since I'm pretty sure I haven't found my "forever" armor yet. I'm assuming that's supposed to be some named platemail or something, but I've only ever seen 3 or 4 named items in shops and they have been unaffordable. Am I correct that named items are randomly rolled, so some might not be too useful?
Alps are dicks and you kinda should only fight them if the pay is hella good or if you want their drops for morale trinkets(I do). The good strat is to give everyone a weapon with 2 tile reach and try to stay together as best as you can. Isolated bros get murked really quickly. Maces are also good because the stun blocks teleport(I prefer 2h maces here) but it's a bit tricky to catch the alps. Having your banner in the middle of your clump also gives some sleep resistance and the rally skill can wake up multiple people at once. Keep in mind that they lose their turn though. You have to do a bit of gamey stuff to counter the teleport ability. Like I usually pass on actions if there is no alp in range so that I can react to the teleport later in the round. Takes some experience but eventually you figure it out. Some people fight naked since armor doesn't matter but it's too much clicking and inventory management for me

Famed gear gets rolled randomly in set ranges for the stats. The wiki will show those ranges so you can use that to tell if a famed item rolled well and is actually worth the money.

Don't hold armor upgrades too tight. It's not like they're finite. Getting some of them is harder than getting others but the general sentiment still applies. Getting all famed armors in the average game is not going to happen so you put it into the "best" armor piece for the bro. For instance my archers want noble armor and my frontline 2h handers rock coats of scales or plate so I don't really bother much with upgrades before that point. I pretty much slap like +20 armor parts on gear if I find them but I don't really focus on it. Though, doing that can get a bit more life out of some medium armors so it's not a bad idea if you can take the extra fatigue cost. Though I also have to mention that I only look for a couple of upgrades to begin with. Bone plates for squishy bros and unhold fur for the heavy front bros. Grinding furs sucks though ngl

Tin Tim fucked around with this message at 14:25 on Jun 2, 2021

vyelkin
Jan 2, 2011

A Strange Aeon posted:

I don't like fighting the little nightmare guys much because it seems like you have to fight them at night and they cheat in two ways, by teleporting around when they are hit and by attacking with an attack that puts you to sleep and then ignores armor.

I've collected a few armor upgrades from monster parts but I'm hesitant to use them since I'm pretty sure I haven't found my "forever" armor yet. I'm assuming that's supposed to be some named platemail or something, but I've only ever seen 3 or 4 named items in shops and they have been unaffordable. Am I correct that named items are randomly rolled, so some might not be too useful?

All named armours will be better than the equivalent non-named armour (higher durability and lower fatigue penalties), but they come in variants ranging from very light to very heavy. They'll all be useful, since not everyone is going to end up wearing very heavy armour. You're right that buying them in shops is a very inefficient use of money, though, especially since you can also find them as loot from enemy camps.

And I wouldn't worry about hanging onto the armour upgrades forever. Just chuck them on a good enough bit of armour (for a frontliner, anything from a reinforced mail hauberk up, or anything over ~200 durability) and they'll stay useful forever. After all, even if you do find a godly 400+ durability named plate mail, only one bro gets to wear it and then your dire wolf hauberk can go to somebody else. Even if you're playing deep into the endgame, it takes a long, long, long time for everyone to be in unique armour, which means you can get hundreds of days of use out of a simple reinforced hauberk with a useful attachment. That's way better than keeping it in your inventory that whole time - and, remember, you can always go kill more beasts and make a new attachment!

As for the conversation about powergaming Battle Brothers, I agree that this thread is very powergame-focused, but that's mostly just because the thread regulars have been playing this game for a long time. I have over 600 hours in this game and I know I'm far from the heaviest player here. But this is a game that's very beatable, and very fun, just doing what makes sense at the time and not worrying about endgame strategies. Hire lovely fisherman and farmers, give them a spear and a shield, never wander off and kill orc warlords, and odds are you'll still do just fine and make it to an endgame crisis. Playing the game that way is just as fun as powerleveling and hunting orc warriors for sport, and while you won't be able to beat the endgame content with a company like that, you don't have to to have a good time. To be honest, I ignore most of the endgame content anyway because it just isn't very fun. I've only done the Monolith and the Sunken Library once, and I've never bothered to fight the kraken, because who cares? The game has a wealth of content and you can play it the way you like.

I will agree that most of the beasts are just annoying to fight, though. I actively avoid schrats, unholds, hexen, and alps not because they're too difficult, but just because fighting them is a pain in the rear end and I'd rather go kill some bandits.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

vyelkin posted:

I actively avoid schrats, unholds, hexen, and alps not because they're too difficult, but just because fighting them is a pain in the rear end and I'd rather go kill some bandits.
Yeah that's still a big issue even after all this time. I have refined strats for each of those monsters to make the fights as safe and painless as possible but it's just not fun. Except for unholds maybe because they're kinda like orcs. Lindwurms are the biggest offenders here. Their parts make neat shields but you don't really need them and you need to get lucky to get their treasure drops. Those sell well but are hard to get. I limit myself to very few lindwurm fights per campaign because it takes so long to kill them safely. I'm just locking them down with my tanks who don't attack while everyone else uses 2 tile reach/bows to poke them to death very slowly. It's basically all about how many like 10% hits they can land on my tanks and that's not very enjoyable

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !

The Lord Bude posted:

New patch landed. 1 balance change:

Fatigue penalty of Handgonnes increased from 12 to 14. Seems inconsequential.

This here is the juicy part:

quote:

Changed Lindwurms to appear in slightly fewer numbers.

I think this is good. I often see Lindwurm groups of 3, before I have enough tanks to control them.

Captainicus
Feb 22, 2013



How bad is the party size scaling in this game? I've always just hired everyone who isn't a beggar or peddler to start and I've never been able to get characters past level 5 without the entire company dying to a series of bad rolls, like my shieldwall hitting a bandit shieldwall but all my attacks miss for one turn and all their attacks hit through shieldwall and everyone takes injuries/panics and there doesn't feel like any point contiuning because if most of my troops die then I don't have any equipment, I have minimal cash, and all the enemies/contracts are still way too hard for newbies.

Follow up question, is the experience gain divided between party members so a smaller party levels faster? I've always felt I can't really do small parties because they are so weak to a streak of bad rolls, like getting stuck in webs and everyone fails two web breakouts or random no-name bandit with sticks idiots stunlock you through your shield and your fatigue is maxed until you die. If they actually level up faster, I might just try and reset company a bunch of times in a row until I get a few guys leveled and hopefully the encounters should be easier, relatively speaking.

I'd like to actually participate in a single late game crisis, once.

vyelkin
Jan 2, 2011

Captainicus posted:

How bad is the party size scaling in this game? I've always just hired everyone who isn't a beggar or peddler to start and I've never been able to get characters past level 5 without the entire company dying to a series of bad rolls, like my shieldwall hitting a bandit shieldwall but all my attacks miss for one turn and all their attacks hit through shieldwall and everyone takes injuries/panics and there doesn't feel like any point contiuning because if most of my troops die then I don't have any equipment, I have minimal cash, and all the enemies/contracts are still way too hard for newbies.

Follow up question, is the experience gain divided between party members so a smaller party levels faster? I've always felt I can't really do small parties because they are so weak to a streak of bad rolls, like getting stuck in webs and everyone fails two web breakouts or random no-name bandit with sticks idiots stunlock you through your shield and your fatigue is maxed until you die. If they actually level up faster, I might just try and reset company a bunch of times in a row until I get a few guys leveled and hopefully the encounters should be easier, relatively speaking.

I'd like to actually participate in a single late game crisis, once.

The way experience works is that you get XP for each kill you get. Only kills matter, so if you're in a battle with allies and you damage someone down to 1 HP but one of your allies gets the final blow you get no XP, and vice versa. The bro who lands the killing blow gets a set amount of the XP for that enemy (I think 20%) and the remainder is divided across your entire party (including the bro who landed the kill), with a few exceptions like if one of your bros is technically off the field when the final blow is landed, like if they got eaten by a tier 3 ghoul and the final blow of combat was you killing that ghoul.

So yes, the fewer bros in your party the faster they'll level. You want to strike a balance between having enough bros to handle tricky fights and few enough bros that you aren't diluting your own level progression. Six is generally a good number to aim for in the early game because that's when enemy scaling based on the number of bros in your party kicks in, but five or seven or eight is also fine depending on circumstances.

Here are some general tips for newbies:

1) Easy fights are your friend, even if they have nothing to do with your current contract. See a few bandit thugs wandering down the road while you're on your way back from a contract? Attack them. The more easy XP you get early on, the more your bros will level up, and it's also earn you a tiny bit of extra gold for selling their equipment.

2) Try to sell loot in big cities rather than little villages, and especially watch out for town modifiers. Bad ones like disappearing villagers will make prices much worse for you selling your loot, while good ones like bandits attacking trade routes will make prices much better for you selling your loot. Selling in a big city with ambushed trade routes can be a difference worth hundreds of gold even just for selling leftover loot from a few fights, which is huge in the early game.

3) Caravan escort missions are a trap best avoided until you've got a good handle on the game mechanics. Early on you want to be taking contracts to fight things, which will get you loot and XP in addition to the gold from the contract. Caravan escorts often don't involve fights, which means you get gold but no XP or loot, if they do involve fights they can be harder than you want (caravans also attract enemies unrelated to the contract, which can mean even an easy caravan escort mission might attract a group of nearby bandits that you can't handle early on) and can't be avoided, and they waste a bunch of time that you could spend doing more productive fights.

4) Early on, your bros are going to have bad stats and bad equipment. They won't be able to take many hits, and they won't be able to land many either. They will be worse than a lot of the enemies you fight. To try and mitigate this, you want to give your entire frontline good shields and armour if possible. Prioritize defence, don't break your line to chase down individual enemies no matter how tempting it might be. Behind them you want some bros with higher melee attack and polearms, who will do most of your damage. Even just a hooked blade will do significantly more damage than a bro with a militia spear, and once you get your hands on some pikes they can be your primary damage dealers. Use your shields to keep the enemy in place and your polearms to kill them. Spears and swords are also very good early on because they have bonuses to your hit percentage (you can see this by hovering over the attack skills. Spears' basic attack gives +20% to hit and swords' basic attack gives +10%), and although they aren't very good against armour, most early enemies don't have much armour. An early company kitted out with round shields, spears and swords, and a backrow of polearms (upgrading from pitchforks to hooked blades to pikes as you get them) can handle most early-game enemies like bandit thugs and then bandit raiders when you start getting them mixed in with the thugs.

There are tons of other little tips for surviving and thriving in the early game (a lot of which have been posted in this thread over the years), but these are some really basic things that will help nudge you into the game's good positive feedback loops. This game loves positive feedback loops, where getting stronger helps you get stronger and getting weaker helps you get weaker. There are not a lot of negative feedback loops, where the game will ease off if you have a hard time, so getting a good start to your snowball can be really important.

Count Uvula
Dec 20, 2011

---

Captainicus posted:

How bad is the party size scaling in this game? I've always just hired everyone who isn't a beggar or peddler to start and I've never been able to get characters past level 5 without the entire company dying to a series of bad rolls, like my shieldwall hitting a bandit shieldwall but all my attacks miss for one turn and all their attacks hit through shieldwall and everyone takes injuries/panics and there doesn't feel like any point contiuning because if most of my troops die then I don't have any equipment, I have minimal cash, and all the enemies/contracts are still way too hard for newbies.

Follow up question, is the experience gain divided between party members so a smaller party levels faster? I've always felt I can't really do small parties because they are so weak to a streak of bad rolls, like getting stuck in webs and everyone fails two web breakouts or random no-name bandit with sticks idiots stunlock you through your shield and your fatigue is maxed until you die. If they actually level up faster, I might just try and reset company a bunch of times in a row until I get a few guys leveled and hopefully the encounters should be easier, relatively speaking.

I'd like to actually participate in a single late game crisis, once.

The party size scaling isn't too bad, fights are generally easier to win with a full party, but you've already identified the reasons it's a big deal: 6 or so bros in your company means you've got characters who are leveling up faster and you can get them geared up way faster both because you need less gear overall and because you're not spending as much money on recruiting replacement bodies.



dogstile posted:

The average player experience is that someone will be savescumming constantly. This is fine, its a single player game. Most people in this thread are savescumming recruits constantly. Off the top of my head I can only think of maybe three people who don't.

I don't savescum recruits, but it does mean I usually do like one or two end-game events per campaign :v: It takes a long time to find new boys to replace the ones good enough to bring to the kraken fight. Not counting the Ijirok though cause he's a weak baby, and any company that can do crisis fights can get through him without losses.

Lunchmeat Larry
Nov 3, 2012

vyelkin posted:



I will agree that most of the beasts are just annoying to fight, though. I actively avoid schrats, unholds, hexen, and alps not because they're too difficult, but just because fighting them is a pain in the rear end and I'd rather go kill some bandits.

Alps are just a huge pain up until late game where they're pretty trivial, don't feel like there's a huge in-between and they can pop up in big numbers too early imo. Schrats I've only fought a few times but they seem like absolute bullshit and aren't fun to fight.

Part of the problem I have I think is that the more supernatural bullshit they throw out - alps teleporting/sleep spells, Schrats spawning adds and doing a weird earthquake move that hits me turns later(?) - the more I start to move my brain into normal fantasy RPG mode and get frustrated that I can't, like, use my axemen to pop out a bunch of schrat adds then use a fireball on them all at once or something lol

Lindwurms for some reason I've only ever seen in groups of 3+ so I just run away from them, making the patch well-timed!

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Are there less monsters these days? I was playing Battle Brothers when that expansion came out, picked it up, and after dealing with Hexen, Alps, and trees lost any good will I had for the game.

Captainicus
Feb 22, 2013



vyelkin posted:

The way experience works is that you get XP for each kill you get. Only kills matter, so if you're in a battle with allies and you damage someone down to 1 HP but one of your allies gets the final blow you get no XP, and vice versa. The bro who lands the killing blow gets a set amount of the XP for that enemy (I think 20%) and the remainder is divided across your entire party (including the bro who landed the kill), with a few exceptions like if one of your bros is technically off the field when the final blow is landed, like if they got eaten by a tier 3 ghoul and the final blow of combat was you killing that ghoul.

So yes, the fewer bros in your party the faster they'll level. You want to strike a balance between having enough bros to handle tricky fights and few enough bros that you aren't diluting your own level progression. Six is generally a good number to aim for in the early game because that's when enemy scaling based on the number of bros in your party kicks in, but five or seven or eight is also fine depending on circumstances.

Here are some general tips for newbies:

1) Easy fights are your friend, even if they have nothing to do with your current contract. See a few bandit thugs wandering down the road while you're on your way back from a contract? Attack them. The more easy XP you get early on, the more your bros will level up, and it's also earn you a tiny bit of extra gold for selling their equipment.

2) Try to sell loot in big cities rather than little villages, and especially watch out for town modifiers. Bad ones like disappearing villagers will make prices much worse for you selling your loot, while good ones like bandits attacking trade routes will make prices much better for you selling your loot. Selling in a big city with ambushed trade routes can be a difference worth hundreds of gold even just for selling leftover loot from a few fights, which is huge in the early game.

3) Caravan escort missions are a trap best avoided until you've got a good handle on the game mechanics. Early on you want to be taking contracts to fight things, which will get you loot and XP in addition to the gold from the contract. Caravan escorts often don't involve fights, which means you get gold but no XP or loot, if they do involve fights they can be harder than you want (caravans also attract enemies unrelated to the contract, which can mean even an easy caravan escort mission might attract a group of nearby bandits that you can't handle early on) and can't be avoided, and they waste a bunch of time that you could spend doing more productive fights.

4) Early on, your bros are going to have bad stats and bad equipment. They won't be able to take many hits, and they won't be able to land many either. They will be worse than a lot of the enemies you fight. To try and mitigate this, you want to give your entire frontline good shields and armour if possible. Prioritize defence, don't break your line to chase down individual enemies no matter how tempting it might be. Behind them you want some bros with higher melee attack and polearms, who will do most of your damage. Even just a hooked blade will do significantly more damage than a bro with a militia spear, and once you get your hands on some pikes they can be your primary damage dealers. Use your shields to keep the enemy in place and your polearms to kill them. Spears and swords are also very good early on because they have bonuses to your hit percentage (you can see this by hovering over the attack skills. Spears' basic attack gives +20% to hit and swords' basic attack gives +10%), and although they aren't very good against armour, most early enemies don't have much armour. An early company kitted out with round shields, spears and swords, and a backrow of polearms (upgrading from pitchforks to hooked blades to pikes as you get them) can handle most early-game enemies like bandit thugs and then bandit raiders when you start getting them mixed in with the thugs.

There are tons of other little tips for surviving and thriving in the early game (a lot of which have been posted in this thread over the years), but these are some really basic things that will help nudge you into the game's good positive feedback loops. This game loves positive feedback loops, where getting stronger helps you get stronger and getting weaker helps you get weaker. There are not a lot of negative feedback loops, where the game will ease off if you have a hard time, so getting a good start to your snowball can be really important.

Appreciate some of the more detailed information here, I've used the mod for settlement situation tooltips so I know how the economy works, and knew about the bonus accuracy from swords and spears, I've played a bit but couldn't get far enough in for some of the harder stuff. I've got a plan for most monster types now and know what kind of weapons the different enemy types use so I think with focusing on fewer, more elite characters will help get me through to later in the game, so I can die ingloriously fighting the good fight against the tide of invading greenskins/skeletons.

Count Uvula
Dec 20, 2011

---

KPC_Mammon posted:

Are there less monsters these days? I was playing Battle Brothers when that expansion came out, picked it up, and after dealing with Hexen, Alps, and trees lost any good will I had for the game.

I can't remember how it compares to when the DLC was new but alps and schrats are so rare outside of contracts to hunt them that you'll see them maybe once every 200 in-game days. Hexen are sort of in the middle between those and Unholds, you can generally avoid fighting them.

Fabricated
Apr 9, 2007

Living the Dream
How to handle beasts (generally):

Direwolves/Hyenas: Hyenas kinda prefer to circle and behave more like they want to surround units rather than just basically crashing into your line like direwolves do, but early on spearwalls work, and later... just uh, put hard to hit guys up front and reach weapon users behind them and hack them down as they come. Direwolves have overwhelm so your frontliners should probably just shieldwall. Don't break ranks.

Spiders: spearwalls at the edge and just hack them down as they come in, have backrankers pull the webbing off. More spiders will spawn in if there's egg clusters but I never really noticed much difference because once you kill enough the newly spawned ones will just flee. Just don't break ranks.

Nachzehrers: You need to be a bit more proactive here. They're dumb and will get killed by spearwalls, but once you kill the first wave that crashes into your line, have everyone take a step forward onto the corpses of the ones you killed to prevent the remaining incoming Nachzehrers from eating them and ranking up. If one gets big enough to eat a brother whole, just make sure they're based up and don't panic since you can just kill it to free them.

Schrats: send tanks off to split up the schrats and keep them busy. Pick one, surround it with your more tanky bros to prevent it from spawning adds- place any backrankers at oblique angles instead of lining them right up behind anyone to cut down on multiple people getting hit. Preferably have whichever brother with the best initiative and a weapon that can break shields do so to expose the heart, then smash the poo poo out of it. Lather rinse repeat, expect injuries.

Hexen: Don't, really. Or split your men up so they're not in easy swinging distance of eachother. Bring a banner. Try to get an archer in a spot to start sniping the Hexen down. Put sticks or bludgeons in everyone's pockets in case they have to bonk a mind-controlled brother. The escort the Hexen have can either be a joke or a gigantic pain in the rear end.

Lindwurms: Boring, sucks. Have tanks split them up and base up the tails. Have everyone else poke them to death by wailing on the tail. Their bite is loving awful and they splash acid blood on anyone who melees them after their armor is busted, so just have the tanks shieldwall/indom->recover spam.

Alps: Have everyone bunched up, bring a banner if you got one (Rally wakes everyone up in an AOE), and put reach weapons in the hands of everyone you can (even if they don't specialize with them, even if they're cheap). Whips absolutely loving wreck Alps. After you score your first hit, the alps will all teleport into a ring formation around your bros. Just keep everyone bunched up and take the hits you can get, but don't move more than a couple hexes to do so, and try moving back into formation so everyone can wake eachother up. I said it already but whips absolutely trivialize Alps- if you got the southern DLC you can generally farm up a few pretty early. 3-4 whips on the corners of your formation will let you effortlessly dunk on Alps.

You can also take everyone's armor off for bonus fatigue if you want- alps don't damage armor.

Unholds: I generally wait to have 2-3 dudes with indom for these. Tie some up with indom spam, and work them down one at a time since they have regen that will make it take too long if you're trying to just chip them all down at once. Cleavers are good even though Unholds have resilience because they're big bags of HP you can start spamming execute on after you got their HP down a bit. Expect injuries.

Fabricated fucked around with this message at 15:04 on Jun 9, 2021

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

KPC_Mammon posted:

Are there less monsters these days? I was playing Battle Brothers when that expansion came out, picked it up, and after dealing with Hexen, Alps, and trees lost any good will I had for the game.
I think there are very few moments in each campaign where you're forced to fight with the more dangerous/tedious monster types. You just need to figure out what contracts involve them to avoid them which isn't too hard as most of the quest texts are pretty clear about what is going on

Lunchmeat Larry posted:

Schrats spawning adds and doing a weird earthquake move that hits me turns later(?)
Schrats can hit a straight row of three tiles with a piercing attack. You must position your bros with that in mind so that only one gets hit by the attack. It's actually pretty easy most of the time but can become nasty in forest maps or against an unusually large group.

Tbh I don't mind schrats at all. I used to think they're bullshit until I fully understood their details. The main attack hurts a lot due to the armor pierce but the right positioning will prevent multiple bros being hit in one turn. Schrats also have 70 melee skill so your bros with high melee def can still somewhat safely avoid their hits. The spawns also aren't as problematic as they seem at first. You can limit their numbers by blocking as many hexes directly around them as possible and a full surround prevents them completely. You also need to deal 60+ damage on hit to spawn a sappling so weaker chip attacks are actually safe. Of course you want to DPS schrats down as fast as you can so big hits are prefered but don't breack your neck to surround them. That gets bros killed by the main schrat attack. Just manage the spawns as they pop up and you should be fine. Ignoring them can lead to problems though because of the added attacks and morale checks against your bros. Imo the key thing to do is to bring axes on all your bros. No questions or excuses just do it. You also want several poleaxes so try to avoid schrats until you have some imo. Their shield gives them flat damage reduction against different types of damage. For example basic melee damage is reduced to 30% so don't bother trying to hit them. You want to aggressively hack down the shields at all times. Other weapons might deal more damage once the shield is down but imo you want every bro to be able to smash the shield at any point instead of just having a couple axe bros in your team. Also helps with sharing the fatigue costs through the team because a few dedicated axe users will get exhausted. Doing all that makes schrats a lot less dangerous and tbh I like fighting them. The positioning aspect is fun to me and I think they are fairly well designed overall. Their drop table also has decent hits (which is an issue with a lot of the other monster fights) and the living tree shield you can build from their bits is pretty good imo

Flesnolk
Apr 11, 2012
.

Flesnolk fucked around with this message at 02:58 on Jun 4, 2021

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Most likely somewhere in the wilds where you haven't explored the fog yet. Imo those hunt quests are bad and not a good use of your time at all

Count Uvula
Dec 20, 2011

---

Tin Tim posted:

Most likely somewhere in the wilds where you haven't explored the fog yet. Imo those hunt quests are bad and not a good use of your time at all

They can be really good especially if you're the beast hunters origin but lmao they're a real pain in the rear end between the sometimes impossible to find hunting grounds and it being impossible to reach wild alps before they disappear at dawn. Definitely want to look for the area on the map before you actually accept the contract.

Flesnolk
Apr 11, 2012
Yeah, it ended up a huge waste of time.

Flesnolk fucked around with this message at 02:46 on Jun 5, 2021

Cease to Hope
Dec 12, 2011

Fabricated posted:

Nachzehrers: You need to be a bit more proactive here. They're dumb and will get killed by spearwalls, but once you kill the first wave that crashes into your line, have everyone take a step forward onto the corpses of the ones you killed to prevent the remaining incoming Nachzehrers from eating them and ranking up. If one gets big enough to eat a brother whole, just make sure they're based up and don't panic since you can just kill it to free them.

An additional tip for Nachs: you want to make sure you're dropping them next to your spearwalls so you can stand on the corpse or at least be ready to kill any nach that goes in for a meal. If they run away, just let them flee then come back rather than shooting them down with archers.

Nachs are really not a challenge except as an addition to a big block of zombies. Then you either need to focus on dropping the nachs next to the spearwall, or blitz then down with ranged attacks. Don't let them gorge themselves on downed zombies at will, that will just wipe you.

Nachs, spiders, and wolves were the only monsters I bothered with unless I absolutely had to remove a debuff from a settlement, and even then I only ever fooled with alps or maybe hexen or unholds. The rewards just weren't worth it until you got deep into late-game crafting, and BB is so powerfully unfun at that point that I only ever went into the deep endgame once. Then the whole poo poo with sser/Hollingshead being an unrepentant racist broke and I stopped caring about BB. I've heard that they buffed the rewards from monsters but I'm suspicious that it was enough, since it was already so unprofitable to gently caress most of with them at all.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
What's a good start to do after the beginner one? I tried a hedge knight, but I think I misunderstood how enemies scale to company size because I hired one guy and took a small job chasing thieves and it ended up being 2 v 7 and we got killed after taking some of them out. I thought there would be 3 or 4 to scale with my company of 2.

I liked the idea of starting with decent armor, but I guess I needed to just buy more cheap guys.

dogstile
May 1, 2012

fucking clocks
how do they work?
Hedge knight i basically just hired some idiots that were cheap and cold hold a buckler/shield. I lost a few guys initially but the early game is by far the most dangerous with that background. End game just becomes tedious because you can't swap anyone out.

vyelkin
Jan 2, 2011

A Strange Aeon posted:

What's a good start to do after the beginner one? I tried a hedge knight, but I think I misunderstood how enemies scale to company size because I hired one guy and took a small job chasing thieves and it ended up being 2 v 7 and we got killed after taking some of them out. I thought there would be 3 or 4 to scale with my company of 2.

I liked the idea of starting with decent armor, but I guess I needed to just buy more cheap guys.

I think the best ones to try after the beginner one are the ones that don't change too much all at once. Origins like Barbarian raiders, poachers, or merchant caravan will give you a slightly altered starting position and a few ongoing perks or penalties but will generally give you the same 18-bro company, 12-bro battle setup you're used to and let you continue improving at the game. I wouldn't recommend the starts that change your company size (lone wolf, gladiators, peasant militia, manhunters) until you're comfortable with both the battle and campaign mechanics, since they tend to require a little more mastery of the game systems to get into a good position.

Don't get me wrong, those origins are super fun and don't let me turn you off of them (peasant militia is my favourite origin), but if you're still starting out you might find it a bit more straightforward to take the ones that change less about the base game systems.

Fabricated
Apr 9, 2007

Living the Dream
Barbarian Raiders is fun if you don't mind doing some raiding, or you get a good map that lets you hang out with the 1 northern faction that doesn't hate you and the southerners until the hostility wears off (or you get a noble war/holy war).

Raiders are just good. 3 solid brothers, free monk (mine was a drunkard which was perfect), and an insanely busted bonus in the way of being able to recover broken armor from battles. This means you don't need to dagger anywhere near as much to get good stuff. If your first crisis is a noble war you'll be swimming in gear.

germlin
May 31, 2011
Fun Shoe
Does anyone still care about seed starting bros, because i stumbled on a real gem in XDBDZQIOZE peasant militia, blazing deserts. Map is okay-ish as well!

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Fabricated posted:

Barbarian Raiders is fun if you don't mind doing some raiding, or you get a good map that lets you hang out with the 1 northern faction that doesn't hate you and the southerners until the hostility wears off (or you get a noble war/holy war).

Raiders are just good. 3 solid brothers, free monk (mine was a drunkard which was perfect), and an insanely busted bonus in the way of being able to recover broken armor from battles. This means you don't need to dagger anywhere near as much to get good stuff. If your first crisis is a noble war you'll be swimming in gear.

That may be what I try next. I never got very good at daggering guys for their armor, I just slowly upgraded with whatever was left after a battle.

Broken Box
Jan 29, 2009

I like the Raiders start, and I really enjoy the Scavenger in my retinue, but paradoxically it is a paradoxically bad pick for them which sucks. Raiders are among the most tools hungry of the campaign starts, as they do the most repair (they have a higher chance to loot damaged gear). You end up with quite a few low or no durability items after fights to repair for resale. Unfortunately this runs counter to the Scavenger's mechanic of converting the destroyed durability of enemy armor into tools (which is why orc warrior groups will drop 40+ stacks of tools), because each low durability item that shows up as a lootable item after a battle is an item that did not turn into tools to loot through the Scavenger.
So Raiders get the least amount of tools through scavenging, despite needing them most.

rideANDxORdie
Jun 11, 2010
The addition of the southern city-states has made starting with Northern Raiders a lot less seed-dependent. Raiders start gives you three amazing bros and a workable sergeant (my experience has been the monk usually does not have enough fatigue/hp to hack it as your late-game sgt) and some really helpful campaign passives that ease the armor grind. The trade-off is a harrowing walk across hostile territory to start and having 1/3 to 1/2 the map cut off to you as the noble houses there are hostile at the start. Prior to the addition of the desert city-states, you really had to hope the southernmost noble house had enough sundries to supply your company alone.

The presence of the southern city-states guarantees you will always have access to decent recruits, arms and armor, a taxidermist and the arena which means you aren't reliant on the map seed delivering a solid, established southern noble house.

My advice for new Northern Raiders players is to pick the noble house crisis as your first crisis, as it resets all noble relations to your company to at least non-hostile following it's conclusion.

Broken Box
Jan 29, 2009

Definitely pick noble war for first crisis, and also consider leaning in to opportunistically raiding that hostile house until the relations reset. It can be an earlier source of gear, particularly if you attack other mercenary companies working for that faction where you can get items like Warbows and armor that you otherwise will almost certainly have to pay for. If you're lucky and ready for a shiv party on a house company that's engaged with other enemies you can climb out of the raider armor phase much quickly and cheaply.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I did like making sure I did battles with allies when I could, since that made it safer for my guys. I'm glad they included that possibility, it let me feel clever to get paid for a job while some group of soldiers did most of the work for me.

Flesnolk
Apr 11, 2012
What's with the privateering contract? All the locations you're supposed to destroy are way too far away to even get to within the time limit.

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Lunchmeat Larry
Nov 3, 2012

Flesnolk posted:

What's with the privateering contract? All the locations you're supposed to destroy are way too far away to even get to within the time limit.

Just beat up caravans and peasants. Basically you get hidden points for each objective, 10 means you'll succeed the contract and 15 means double renown I think. Fights give 2 points and objectives give 5, so one objective and three unfortunate peasant caravans is a pretty safe way to win

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