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vyelkin
Jan 2, 2011

Mazz posted:

There is a trick to fighting them, albeit it's still pretty slow and tedious.

If you swap the whole army to poleweapons and ranged, you can keep 2 spaces of distance between the head and your guys at at all times and this forces the tail to move into combat range, not the heads by the way of how they are programmed to move. The tails, very crucially, do not impart a Zone of Control, so that target they advance on can always continue to move away.

You just kite like this forever, constantly positioning so you know where the tail is going to be and just beating it the gently caress up, avoiding the heads entirely.

It's generally slow going and requires a constant eye on repositioning to avoid the heads doing poo poo like changing targets and catching you off guard (especially against 3+ lindwurms), but it does keep your guys from dying and also keeps everyone away from acid spit. That being said, once you get the named helmet that blocks all acid spit and a lindwurm cloak attachment, you can start assigning a strong tank bro to hold 1-2 in place and speed it up a lot as well. Preferably a 2H superbro who can greatsword both the head and tail while tanking them.

You can also split your guys up in groups and try to split the wurms up, trying to localize fights against individual wurms and kiting the rest.

Another strat is just kiting them into the biggest enemy group you can find and engaging them together.

This screenshot is actually me doing all of the above together to kill 8 for no losses:



That being said, unless you have a specific reason to fight them and can't just retreat if they ambush you, 90% of the time you should just flee and do something better.

EDIT: Also there is a non-zero chance of the of the blazing deserts patches may have changed how the tails work; I think the above should all still work but YMMV, I haven't fought them in long while.

I usually avoid lindwurms because they're annoying, but I recall that you at least used to be best placed to pull this strategy off by sitting a tank next to the head to keep the lindwurm in place, then just having them shieldwall or indom every turn while you polearm them to death with everyone else. Otherwise you're constantly kiting, this way you can get positioning that works and mostly just stay in place until it's dead.

This only works on a small number of lindwurms though, if you're taking on 8 of them at once then you'll need a different approach.

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Count Uvula
Dec 20, 2011

---

Angry Lobster posted:

I'm almost sure the tails generate zone of control and the heads can attack and move now, so it was probably patched in at some point, they are a giant pain in the rear end to deal with. The polearms/ranged is still a good call to avoid the acid blood mechanic though.

Yeah the tails had ZOC added in a patch, I believe sometime between Raiders of the North and Blazing Sands.

Im_Special
Jan 2, 2011

Look At This!!! WOW!
It's F*cking Nothing.


Is this a positive trait or a negative?

Jamwad Hilder
Apr 18, 2007

surfin usa
Finally got around to trying the other new guys (not oathsworn or whatever). The mutation stuff is really fun. You can make some pretty OP bros if you're careful not to get them killed while they're sick from drinking all the concoctions.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Jamwad Hilder posted:

Finally got around to trying the other new guys (not oathsworn or whatever). The mutation stuff is really fun. You can make some pretty OP bros if you're careful not to get them killed while they're sick from drinking all the concoctions.

What's the consensus about the potion usage in the anatomist origin? Is it better to spread them out among the entire company or stacl them all on one or two superbrothers?

dogstile
May 1, 2012

fucking clocks
how do they work?
I like the superbrother unless its something they won't actually use.

That said, the origin not being able to get confident at all makes me hate it a bit. That's a huge reduction in stats.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Yeah morale in general is quietly extremely good because confident is 10% increase to all combat stats but even more important is that wavering or routing are big decreases.



I try to get everyone to 50+ resolve and even go so far as to give most bros the resolve perk I’m forgetting the name of to get them above 65 before the banner and arena. The arena makes it a little less important to have great resolve and peasant starts struggle with this more than glads or lone wolf but overall morale is real good and shouldn’t be undervalued.

If paired with fearless you can also do some very serious morale bombing from raiders all the way through to orcs and the occasional Chosen. You don’t need fearless but it really adds up when you have 70+ resolve on the whole party with the banner out. It’s super easy to morale shatter big orc parties long before you smash away all their armor.

Mazz fucked around with this message at 20:59 on Apr 4, 2022

Unlucky7
Jul 11, 2006

Fallen Rib
Should I be moving on from Beginner difficulty asap?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Unlucky7 posted:

Should I be moving on from Beginner difficulty asap?

Once you get the hang of the gameplay loop and the basics of combat / weapons / etc, I recommend beginner economy and expert combat.

All this really means is the groups you fight scale up in enemy quality a bit faster but you get more money from contracts, etc in the process, resulting in more good battles and less being too broke to buy anything cool for so long. Basically nothing else changes with those settings that matters, no underlying battle mechanics, etc.

Mazz fucked around with this message at 21:14 on Apr 4, 2022

Avasculous
Aug 30, 2008

dogstile posted:

I like the superbrother unless its something they won't actually use.

That said, the origin not being able to get confident at all makes me hate it a bit. That's a huge reduction in stats.

I found it hard not to justify superbrother since so many of them are synergistic survival abilities, e.g. regeneration, thorns, boosted health, poison immunity.

The fluff implies there are some dire consequences to stacking, but I didn't see anything other than the sick debuff getting longer each time.

I really like the idea of their origin, but I think the mechanic would be better if you could only have 1 instance of each buff at a time. Once ever doesn't really make thematic sense and makes me save scum even more than I already do.

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer

Mazz posted:

Once you get the hang of the gameplay loop and the basics of combat / weapons / etc, I recommend beginner economy and expert combat.

All this really means is the groups you fight scale up in enemy quality a bit faster but you get more money from contracts, etc in the process, resulting in more good battles and less being too broke to buy anything cool for so long. Basically nothing else changes with those settings that matters, no underlying battle mechanics, etc.

I always get super owned in the first couple of weeks above beginner level - is there something I'm missing? I try to make 2-3 good bros (oath keeper start) be the rest all just die pretty much as I hire them.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

JosefStalinator posted:

I always get super owned in the first couple of weeks above beginner level - is there something I'm missing? I try to make 2-3 good bros (oath keeper start) be the rest all just die pretty much as I hire them.

Take it slow. 5-7 bros to start with; expand your numbers slowly; keeping only bros that are actually going to be good for the long term.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

JosefStalinator posted:

I always get super owned in the first couple of weeks above beginner level - is there something I'm missing? I try to make 2-3 good bros (oath keeper start) be the rest all just die pretty much as I hire them.

The first 15-30 days are generally the hardest for most starts, with Lone Wolf and Glad being easier because you start with some gear already but still with some risks as you don't have the levels and therefore the MDef/MAtk yet.

Some general early game tips:
1. Try to get to 5-6 bros quickly, the game's scaling only kicks in at 6+ bros IIRC. Do not exceed 6 bros for a while, and try to cherry pick good dudes right from the start so you aren't delaying your snowball forever; sacrificial bros are sometimes necessary but honestly not preferable because you want all XP channeled into dudes you plan to keep.

2. Every low level bro should have a spear if <=55 MAtk and a Sword if <=65. Those weapons give +20 and +10% CTH, and ~70MAtk is really the minimum I consider useful when fighting raiders or beasts. Higher is always better but around 65 MA is when they can start using other weapons. Exception is getting a tier 2-3 1H from a leader or something, get that on your best dude.

3. Everyone should have a shield or net in their offhand while leveling until they have like 30MDef, then you can start considering Longswords or whatever other 2Hs you see. It's really only longswords for a long time that are worth using because of the AoE options. I consider the starting point for a 2H at 75MA/30MD, and really the level 11 minimum for me to be 90/40. You can get as high as 110/55 with good Swordmasters or HKs, but you will not see too many of those generally before like the first 100 days.

4. Do not disregard nets as a way to deal with higher level enemies that show up early

5. Do not be afraid to hit Esc and retreat in a lovely match up, including reloading if it goes south and immediately esc>retreat on the next start. If you retreat right on load the enemy AI will often not even kick in or chase you. Running way and saving good bros from bad fights is totally valid and happens pretty regularly.

6. Polearms are a big force multiplier in many situations and especially early on as you really want to focus enemies down so they either die, have a crippling injury, or are morale shocked out of the fight. The 1-2 billhooks you can start with on Peasant Militia will likely be a large portion of your early kills. Better bros are often best used in the polearm line vs the early shield bearers when still in those first few weeks.

7. Don't take any escort or travel quests over ~2 days if you can avoid it, it's almost never worth it unless you want to go that direction anyway. The Blazing maps are so much worse for this with how much more spread out the towns can be.

8. Don't fight certain enemies early; avoid poo poo like 3 star spider contracts, alps, etc; the poo poo you need some decent guys to have a chance in. Be very wary of contracts/travelling in or near woods where you can get ambushed, you cannot retreat from many of those as they start surrounding you.

Mazz fucked around with this message at 16:42 on Apr 9, 2022

Clark Nova
Jul 18, 2004

iirc the enemy encounters start scaling up at six brothers, so if you recruit eight or nine turds you're making things harder for yourself

e: ^^^ beaten

aphid_licker
Jan 7, 2009


Yeah right away you need a crew that can beat those basic contract seven thugs.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Day 12 of my new Gladiator game. I take a caravan contract - it's literally for the next town over, and it's where I want to travel anyway. En route I get ambushed 3 times - twice by a small group of bandits (4-5 raiders and 2-3 poachers) and the third time by half a dozen goblins. FML. I was very lucky to get through it with just a missing eye on Mr Lion.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
I've just finished the first crisis in my first expert campaign (raiders of the north) on day 107, pretty easy so far, in fact easier than veteran. Right now I'm exploring the wilderness, busting camps, having terrible luck with fameds, and thinking about tackling some of the hardest legendary locations.

Honestly, the one thing I'm getting burned on about this game is the grinding, it's really tedious, and that's with mods easing some things like recruitment, I just don't want to imagine how insane is doing full E/E/L I clears, like GraveBees does, his speedruns are completely insane and make me feel like complete trash.

Worf
Sep 12, 2017

If only Seth would love me like I love him!

i just got this and finally beat my first missino and then immediately lost my entire company to orc mauraders

i believe an orc child killed most of them??

E: oh, im glad theyre dead, they were all cheap losers it was nice to see them meet an appropriate fate

Jamwad Hilder
Apr 18, 2007

surfin usa
Like on day 1 or 2? Orcs showing up that early is really unfortunate

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I'm having another go at this after not having touched the game since before the DLCs. The peasant start seems powerful, a lot of chaff to cover the decent bros and eventually 16 people in the field. How debilitating is the "all lowborn" trait? I guess no adventurous nobles and no knights? It doesn't seem too much of a problem.

Unlucky7
Jul 11, 2006

Fallen Rib
Should I sweat it if a starting unit (Not a hired dude, a dude that you get at the start of the game) gets killed on their first mission?

Sherbert Hoover
Dec 12, 2019
Probation
Can't post for 2 hours!

Unlucky7 posted:

Should I sweat it if a starting unit (Not a hired dude, a dude that you get at the start of the game) gets killed on their first mission?

It's not critical but since it's right at the beginning that would make me restart, yeah.

vyelkin
Jan 2, 2011

Fat Samurai posted:

I'm having another go at this after not having touched the game since before the DLCs. The peasant start seems powerful, a lot of chaff to cover the decent bros and eventually 16 people in the field. How debilitating is the "all lowborn" trait? I guess no adventurous nobles and no knights? It doesn't seem too much of a problem.

Lowborn is a pretty restrictive category, it isn't just no nobles. Lowborn includes:

Beggar, Brawler, Butcher, Cripple, Daytaler, Deserter, Farmhand, Fisherman, Gravedigger, Graverobber, Houndmaster, Indebted, Lumberjack, Manhunter, Militia, Miller, Miner, Peddler, Poacher, Ratcatcher, Refugee, Shepherd, Tailor, Thief, and Vagabond.

There are some decent backgrounds in there and you can get good bros out of them with good rolls and talents. It means giving up on pretty much every background that's going to be able to hold the line from day one, and it means you have to get really lucky to have a top-tier ranged bro. imo the increased combat size more than makes up for it, but you have to be prepared for it to take a lot longer for bros to get really good, both because anyone who's going to end up really good is going to get there from development over time instead of from starting stats, and because your XP gain will be spread out over a lot more bros so they will level slower.

Worf
Sep 12, 2017

If only Seth would love me like I love him!

Jamwad Hilder posted:

Like on day 1 or 2? Orcs showing up that early is really unfortunate

it was literally day 2 i think. i made the company, did one mission for 300g, then did another and suddenly orcs lmao

i knew i was hosed they had like 10x the initiative of the last mobs id seen (not literally, just, seemed so)

E; i shant ever be restarting, i had xcom on floppy and am used to ignoble deaths

bees everywhere
Nov 19, 2002

Unlucky7 posted:

Should I sweat it if a starting unit (Not a hired dude, a dude that you get at the start of the game) gets killed on their first mission?

Only if they were special because of your starting scenario. Otherwise they're just as expendable as the rest of your bros.

grill youre saelf
Jan 22, 2006

When the hell is the new dlc going to drop on the switch? I own the game on pc and the switch, but was waiting to start a new game until I can on the switch

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Fat Samurai posted:

I'm having another go at this after not having touched the game since before the DLCs. The peasant start seems powerful, a lot of chaff to cover the decent bros and eventually 16 people in the field. How debilitating is the "all lowborn" trait? I guess no adventurous nobles and no knights? It doesn't seem too much of a problem.

It will take you a looong time to build up a decent supply of archers, but otherwise it's not that bad. Your 2handers will have to make do with less melee def than in a regular game, but the extra bros compensates for that (as does having gunners and swordlancers spraying the overwhelm debuff everywhere). Remember difficulty scaling is largely based on number of bros in the party so it's helpful to cut down your starting force to about 5-7.

Jamwad Hilder
Apr 18, 2007

surfin usa

Worf posted:

it was literally day 2 i think. i made the company, did one mission for 300g, then did another and suddenly orcs lmao

i knew i was hosed they had like 10x the initiative of the last mobs id seen (not literally, just, seemed so)

E; i shant ever be restarting, i had xcom on floppy and am used to ignoble deaths

That's crazy. I've never seen orcs that early, super unfortunate haha

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Jamwad Hilder posted:

That's crazy. I've never seen orcs that early, super unfortunate haha

My first gladiator game I took a caravan contract on day like 3 or 4 to move between two southern city states where the state I was in was way off away from the others with a road that went through forest and wilderness and poo poo away from other cities; and I got ambushed by a few orc young. It was Gladiators though so I handled them, barely. that's the most common way to get hit by stuff like orcs early - caravans where the route takes you along an isolated road far enough away from other towns that the game is already spawning difficult enemies there

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer

The Lord Bude posted:

It will take you a looong time to build up a decent supply of archers, but otherwise it's not that bad. Your 2handers will have to make do with less melee def than in a regular game, but the extra bros compensates for that (as does having gunners and swordlancers spraying the overwhelm debuff everywhere). Remember difficulty scaling is largely based on number of bros in the party so it's helpful to cut down your starting force to about 5-7.

See the difficulty scaling is what was loving me - i had no idea it was party sized based and was recruiting a bunch of fodder and getting owned. Thank you goons for making this clearer to my dumb rear end.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

JosefStalinator posted:

See the difficulty scaling is what was loving me - i had no idea it was party sized based and was recruiting a bunch of fodder and getting owned. Thank you goons for making this clearer to my dumb rear end.

You want a full size party eventually but you'll always do better if you grow slowly with good quality bros that are of a higher level than with a mass of crap that is low level because the xp is being spread amongst a dozen dudes.

Worf
Sep 12, 2017

If only Seth would love me like I love him!

So much for my shitter noob peasant army plans then

aphid_licker
Jan 7, 2009


Is it cost-effective to mass buy farmers etc without equipment until you have a bunch of ones with good stars? It's super annoying to buy some 6k gold dude who then turns out to have like 61 MATK with no stars in it.

Chakan
Mar 30, 2011

aphid_licker posted:

Is it cost-effective to mass buy farmers etc without equipment until you have a bunch of ones with good stars? It's super annoying to buy some 6k gold dude who then turns out to have like 61 MATK with no stars in it.

The normal solution is to use a mod that lets you see a character’s stats before buying them, which seems more reasonable the longer you play. Failing that, buying (and firing) a lot of units is the strat.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Chakan posted:

The normal solution is to use a mod that lets you see a character’s stats before buying them, which seems more reasonable the longer you play. Failing that, buying (and firing) a lot of units is the strat.

There's another one that instead lets you see the stats and traits by paying the try out fee.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Keep in mind also you will reach a point where money kinda stops being a huge problem. By the time you get through the first crisis you'll be in a position where you probably have tens of thousands of gold just lying around.

Hammerstein
May 6, 2005
Probation
Can't post for 5 hours!
I got this guy in my current campaign. Huge+Brute, so flail duelist, right??

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Hammerstein posted:

I got this guy in my current campaign. Huge+Brute, so flail duelist, right??



Nah. By the time you repair that health and resolve you won't have had much opportunity to put many levels into mdef; plus I don't think 87 matk is good enough for a duelist. What that guy needs to be is a swordlancer sitting on the back line - the damage bonus from huge is even better when you can leverage it via an AOE attack and hit multiple dudes. Besides you really don't want flail duelists, duelists should have maces or axes or a fencing sword if your guy has the stats for it. Maybe cleaver if you get a good one.

Genghis Cohen
Jun 29, 2013

The Lord Bude posted:

Nah. By the time you repair that health and resolve you won't have had much opportunity to put many levels into mdef; plus I don't think 87 matk is good enough for a duelist. What that guy needs to be is a swordlancer sitting on the back line - the damage bonus from huge is even better when you can leverage it via an AOE attack and hit multiple dudes. Besides you really don't want flail duelists, duelists should have maces or axes or a fencing sword if your guy has the stats for it. Maybe cleaver if you get a good one.

I think you're nuts mate. That recruit will hit 87 MAttk and 35 MDef (never skip MDef at any level) which is fine. Not exactly a god of war in his basic stats, but Brute and Huge make up for a lot. I'd take MAttk and MDef every level, get Health to 80 with colossus, put one roll of 4 into Resolve, the rest into Fatigue.

I would definitely give him a build with Headhunter, which is valid with any 2 hander or duelist frontline weapons. Probably 2 hander rather than duelist as his fatigue isn't anything special. 2 handed flails are pretty decent now, or there's nothing wrong with 2 handed mace or axe.

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dogstile
May 1, 2012

fucking clocks
how do they work?
Worth noting that Bude basically only builds perfect end game bro's.

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