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vyelkin
Jan 2, 2011
Battle Brothers seems like a game that would work well with an actual expansion pack (rather than free patch stuff) or even DLC--new classes, larger maps, more endgame crises, more mission variety, etc. But if the devs would rather just call it finished and move on, that's cool. Hopefully they'll pick up enough extra money from Steam sales that they can put more time into their next game and make it bigger and better.

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vyelkin
Jan 2, 2011
I just got the melon event. I wasn't even in the market for a new brother but, well, now it's +1 for the team.

vyelkin
Jan 2, 2011
Battle begins. The first two turns are both bandit marksmen standing on top of a mountain about 10 tiles away who immediately kill my level 1 cultist who has 58 resolve with two-star resolve growth. Alt-F4.

vyelkin
Jan 2, 2011
So what kind of builds do you guys go for? I've been playing for a little while and got to the midgame a couple of times where I start to get brothers up to higher levels, and I'm realizing I actually have very little idea what kinds of perks work well together or which are more or less valuable than others in the long run, aside from really obvious ones like Dodge being good on brothers with high initiative and lighter armour.

vyelkin
Jan 2, 2011
Flails are an amazing early-game weapon because their headshot ability is the only reliable way to get enemies' body armour intact, except for surrounding the last enemy and stabbing them to death with daggers' secondary attack. Find a bro with high melee attack and fatigue, give them a flail, and let them beeline for enemies with strong armour and a shield but no helmet, and watch them simultaneously rack up the kills and upgrade your armour after every fight.

vyelkin
Jan 2, 2011
I'm running into similar though different issues, I'm now getting my rear end handed to me by the undead scourge. I had a pretty good company built up, around 10 solid bros with another half dozen decent reserves or low-levels that either absorb hits and die or turn into something better. I also have had serious trouble outfitting my company past the mid-game. Everyone is in mail shirts and nasal helmets, and carrying second or third-tier weapons, but I've never seen anything better than that drop as loot, even going after ruins. I found one unique this whole game, and it was a kite shield that was barely better than a normal one (I think it has 3 better melee defence and 1 less fatigue, so that's just a huge game-changer right there). Any better gear I have has been bought from shops--I never even managed to hire any good bros to steal their gear, since I've never seen anyone like a hedge knight to hire, and the one sellsword I hired cost me 4k, didn't have great equipment, and promptly died in his first fight.

I could handle all the normal things you fight in the game, bandits and the occasional undead or animals or goblins or orcs. I would plan ahead, change up my equipment depending who I knew I would be fighting, attack at night if I knew I would be fighting a bunch of goblins or bandit marksmen, and so on, and I would lose people every now and then but still managed to build up a good core of my company, and felt like I was doing all right.

Then the undead scourge just absolutely hosed me. My first ever undead contract was to defend a town, I did pretty well against the first wave of auxiliaries and legionnaires, played a perfect game against the auxiliaries and vampires that followed them, then the nachtzehrer third wave absolutely hosed me up, I had to reload twice because I got wiped out both times--despite having good tactics against them (they're incredibly weak to spearwalls), the town militia would ignore all that and just run right past my lines at the first opportunity, promptly die, get eaten, and turn into zombies, and then the newly healed and beefed up nachtzehrers would start eating my guys. The third time I managed to limp through, losing one high-level bro and taking a bunch of injuries.

Then along come 10 undead honour guards who proceed to completely wipe me out again. The game hinted that this was the final wave but I honestly don't think there's any way I can beat them, my mid-tier weapons barely scratch them except for hammers, but while my hammer bros are wearing down their armour their pikemen just go through my mid-tier armour like paper. It's ridiculous, especially because there was no time to heal or repair between fights so I'm down a few bros, others aren't at max health, and a lot of my armour is damaged (I've run out of spare pieces of armour to change into). Basically my options if I don't want to savescum would be to abandon the contract and run away, meaning everything I put into the first three waves was for nothing, or get wiped out. Again, I feel like I'm being punished for getting bad levelling rolls, or bad item drops, or unlucky hits on bros with high potential, or whatever, 50 days ago, and there's nothing I can do about it now.

vyelkin
Jan 2, 2011

RabidWeasel posted:

If you've actually started the undead invasion proper (not just got a couple of ominous events) and this is true then you're comically behind the curve and are going to die.

I exaggerated a little bit but it's basically true. A couple of my best or highest fatigue bros are in better armour (all of which was purchased) and I have better helmets, but the better armour gets so expensive that I wasn't able to afford to buy much better stuff so most people were in the 115 HP Basic Mail Shirt, and the 140 HP Nasal Helmet with Rusty Mail because those are the ones you can get as drops from high-end bandits. Better armour is also heavy enough that only my highest-level bros can wear it and still be competent fighters, because of the high fatigue costs. This is of course bearing in mind that I was only just making the transition to two-handers now so everyone was also taking the extra fatigue of carrying a shield.

I guess my problem then is that I was expecting more good armour as drops and it never happened? I was raiding a lot of lairs trying to get uniques and as mentioned only ever got one crappy shield, and every time I ever got somebody like a bandit leader or a goblin warchief I would surround them and dagger them to death to make sure I got their gear, but they were never dropping anything better than what I already had. So I started buying it from armourers instead, but that chews through money really quickly, especially since I wasn't actually making a ton of cash off the lairs and the wounds/deaths from doing that were often costing me a lot of money in wound recovery time or in hiring new guys to replace ones who died or got crippling injuries. Buying one set of scale armour or a couple of mail hauberks would have wiped out most of my cash reserve and left me hand-to-mouth pretty quickly.

I think also one problem I ran into is that there aren't actually signs that I'm falling behind in-game, it's entirely my outside knowledge from this thread that made me realize that I needed to upgrade. I was still able to handle everything the game was throwing at me until the undead scourge started, and I was making slow progress into late-game equipment purchases. It's only the sudden difficulty cliff of the endgame crisis that made me realize I hadn't made enough progress in my equipment, but by this point it's kinda too late.

vyelkin
Jan 2, 2011
I wasn't having a lot of death, really. It was very rare that a mid- or high-level bro would die, it's almost entirely low-level replacements. I just loaded up my last autosave to check the obituary, and while it's a lengthy list, until the undead scourge started I had only ever lost three bros who had been with me for ten fights or more. I've lost a lot of low-level people whose bad stats and lack of perks meant they caught an unlucky swing and died, but I kind of figured that was normal, and my core 10 or so bros kept advancing in level and getting tougher and tougher, while the occasional replacement would join them and keep moving up as well.

Like, I just loaded up the game and checked and of my 17 combat bros I have three level 9s, five level 8s, a level 7, a level 6, and then a few level 4s and 5s who are more recent hires. I haven't been losing important people, but the low-level ones just don't have the skills to survive an unlucky hit, and don't have the fatigue to wear heavy armour that would let them tank it.

vyelkin
Jan 2, 2011
One question I have, when people talk about getting clues to unique items in lairs from tavern rumours, do they mean that there are actual rumours that say something like "I heard there's an item in this ruin" or do they just mean the generic "I heard there's a ruin, maybe check it out" ones, and then it's just pure luck if there are uniques in it or not, just like if you stumbled on the ruin yourself out exploring?

vyelkin
Jan 2, 2011

Wizard Styles posted:

There are specific rumors often giving you some information about direction, terrain, enemy type and specifying the kind of item. Something like this:



I'm pretty sure if the rumor says a place is "full of treasure" that actually means there's no unique, just regular treasure like cut gems or coin collections.

Okay cool, thanks. That's good to know.

vyelkin
Jan 2, 2011
If I could mod one thing about this game I would make it so bros keep getting proper stat increases after Level 11.

vyelkin
Jan 2, 2011

Demon Of The Fall posted:

Is it wise to have heavy armor on your Bros before they reach level 3? I've had some lucky loot drops and some damaged gear in the cities that I was able to purchase so my 7 front line guys are rocking heavy helmets and chest pieces and its around day 5. Should they be in lighter stuff until they can handle the more heavy gear? I'm wondering if the extra fatigue is worth the increased survivability.

I would say generally if they're not dropping below 60 fatigue you're probably okay. Below 60 in any fight you will very quickly get into serious fatigue issues where your guys can only swing their weapons once or twice before they're exhausted, at which point the added protection from the heavy armour probably isn't going to do them much good because your enemies will be hitting you twice as often as you hit them.

Even 60 is actually too low but it's about the lowest you can go and still expect to get away with it most of the time.

vyelkin
Jan 2, 2011
Yeah necrosavants really come down to nets, stuns, heavy armour, and making sure anyone wounded is never exposed. You can game them a little bit and predict where they're going to go if you leave someone exposed, but the downside is then they're liable to get eaten.

God help you if they attack while you're escorting a caravan because the caravan hands and donkeys are just a meal waiting to happen.

vyelkin
Jan 2, 2011

Flesnolk posted:

Is there any reliable way to take on goblins? In my experience their whole loving team moves before even one of my guys, they get to attack a bunch of times per turn, and they ALWAYS hit, meaning my guys get chewed up to hell and back. Especially wolfriders. gently caress those AHAHAHAHA-going pricks.

The trick is that they hit a lot but they don't do a ton of damage each time. Don't fight them until you have heavy armour and fairly high melee skill. The way I usually do it is concede that they're going to get one round of ranged attacks guaranteed, but you can limit them to one if you fight smart. Attack at night and exploit their extremely high initiative to make them waste a round (their entire squad will get a chance to move but will wait, expecting you to move towards them and into missile range. If you instead tell your entire team to wait as well, they will waste their entire first turn. Then when it's your turn again, move all your people as close to them as you can get. On round 2 they get a full round of missile attacks against you, but you're close enough to engage them in melee once they're done). Kite shields and heavy armour mean most of their missile attacks will miss anyway or won't do a ton of damage if they hit. Longaxes will take out their frontliners' shields in one hit and after that they're very vulnerable to a couple of bros just hacking them to death since they have shoddy armour and low health. Once you hit a hole in their line or flank around one of the edges, send a couple of bros to chase down the archers so they stop firing into your ranks, and clean up the frontliners who are left without support. Where this strategy gets tricky is when you're attacking high-level camps and they have overseers or shamans who can screw up your plans by doing a ton of crossbow damage or tying down half your squad. Or if they get a few lucky puncture hits in a row and you have to retreat a couple bros who get low on HP.

If their attacks are not only always hitting but also doing enough damage that they're outpacing you, and you're having trouble hitting them, it's possible you're just too low-level for the fight and are having trouble because your armour isn't thick enough and your attack and defence skills aren't high enough. One way around this would be to use spears and swords to give yourself additional chances to hit, but generally just avoid fighting goblins until you have heavy armour and some high-level bros who can handle them in melee pretty easily.

Arcturas posted:

Where do you get war scythes? I can't seem to find any in the weapon smiths I have browsed.

I believe you only get them as drops from ancient dead.

vyelkin
Jan 2, 2011

counterfeitsaint posted:

and I can never remember the layout of the world, but I must instantly choose whether or not to accept this caravan/transport mission when it's offered without checking to see if wolfdovia is the next town over or it's on the other side of the world. Without save scumming of course.

Once you've agreed a price, you can keep it on hold for a moment. You get to a screen where it shows the task (escort caravan to city in the north) and your payment (receive 1 million crowns on completion) and you have three options, I accept, I'll need some time to think, and I decline.

Hit I'll need some time to think, go out to the world map, look around to see where the other town is, then you can go back in and accept the contract or leave if you don't like it.

vyelkin
Jan 2, 2011

Hunt11 posted:

My limited experience with orcs is that it is just two battle lines smashing into each other as you desperately pray that the orcs break before you do.

You're probably using goblin tricks against them even without thinking about it too much, even in the middle of a battle line. Archers overwhelming slow orc warriors, daggers puncturing their armour, spear walls to keep them at bay while you shoot them with archers, and so on, those are tricks goblins use against your tough guys that you in turn probably use against orcs.

vyelkin
Jan 2, 2011

GlyphGryph posted:

But orcs have the ability to move through your lines to get to the juicy archers...

They do, but so far I've had good results just switching my archers over to daggers (using quick hands) and using them to continue overwhelming any orc that breaks through. That usually reduces their melee attack enough that they aren't able to hit my archers too badly, and any orc that's broken through is now surrounded by four of my bros instead of two in the battle line and gets top priority from all four and any polearm support that can reach them. They usually don't last more than a turn or two taking that kind of sustained assault before their morale breaks and they're done.

vyelkin
Jan 2, 2011

Tias posted:

How do you guys protect your ranged bros? I go basic mail plus closed coif unless it's a slow slog where they have to follow a shieldwall, then I go heavier, but usually no vision pen higher than -2.

Also, what exactly are the zone rules for spearwalling? I just activated spearwall and misclicked, moving the bro next to a wiedergänger( that wasn't stunned or broken, mind you), and still he could repulse other enemies that moved into him, which I thought was impossible. Can someone clarify when and how spearwall works?

I tend to go pretty light because my ranged bros run into fatigue trouble in extended fights due to me wanting to do a lot of quick shots for overwhelm, and berserk often letting them fire three quick shots a turn. Basic mail plus closed coif is pretty much my standard, no vision penalty so they can snipe enemy archers/necromancers if needed. In return I usually give them iron brow (actually I usually give everyone Iron Brow), Dodge, and Nimble (sometimes anticipation as well but I think dodge is better) which has done a good job keeping them alive so far.

vyelkin
Jan 2, 2011

Blisster posted:

Ugh I'm so bad at actually playing this in ironman. I get attached to my bros and then end up alt+f4ing when they die. However this means that I am not really getting much better at the game, so I continually lose guys.

In my current campaign I've got some core bros up to level 8-9ish, with a bunch of mid level guys. Starting to get mail hauberks and decent helmets for everyone. Any tips for keeping bros alive during this stage of the game? I find my frontliners on the flanks tend to get surrounded when I'm outnumber, then murdered. I've been trying to keep spear guys in those positions so they can spearwall, but it doesn't always help. My low level bros die the most of course, they seem pretty useless at this stage and hard to level up.

Low-level bros with promise should go in the back with polearms until they level up to a point where they can survive somewhere else. If you have any, two-handed bros with Underdog should go on the flanks to maximize the utility of their cleave attacks. If you have spare money, start buying proper good suits of armour (scale especially) and giving them to your highest fatigue/best/most vulnerable bros, depending. Spearwalls on the flank are more useful for forcing opponents into the centre than for actually holding the flank, because once the spearwall is broken your spear guy is vulnerable and won't be dealing a lot of damage to actually get rid of those flanking opponents. Otherwise a lot of it may come down to picking your fights, retreating if necessary, and having reserve bros you can swap in so you're never sending someone into battle injured or with damaged armour.

vyelkin
Jan 2, 2011

Guildencrantz posted:

I read a recommendation in a guide online that you should build two dudes in your company who have the appropriate stats as pure utility/control, and having tried it I couldn't agree more. Give them Bags&Belts and Quick Hands so they can carry a crossbow, a polearm and three nets to swap to at leisure, top off with survival and mobility skills. Necrosavants can eat poo poo.

I did this but I made them primarily mace/shield bros, and then I found that I barely even use the nets because their stun is so effective.

vyelkin
Jan 2, 2011

Tias posted:

If you don't need the nets, what do you give them in the other slots? Quick Hands and BB has to be used for carrying something, after all.

They have nets anyway, I just find that more often than not I don't need them. Mace/shield is a versatile enough combo that I don't find they need an alternate weapon other than a dagger for the occasional stab party to make sure I get a particular piece of loot. Almost every enemy in the game is vulnerable to either stun or fatigue and maces do decent damage to everybody, so macebros with high accuracy and high fatigue are useful in almost every fight, and the nets are an added bonus if needed.

vyelkin
Jan 2, 2011

GlyphGryph posted:

My leasing cause of reloading fights is because i forgot to put weapons on the people i swapped in lol

For me it's forgetting to re-equip shields on people whose shields break

vyelkin
Jan 2, 2011

Affi posted:

I alt-f4 if I forgot something stupid before a fight and I know it's going to bite me in the rear end.


Anyhow! Berserker chain. Love the concept but how much fatigue do you need to be able to run with it? I'm guessing at least 140 with a dude with iron lungs?

I give just about everyone Berserk, even people with low fatigue. At the best of times, it lets a tired shieldbro kill someone with their first action and then regain those 4 AP that let them Recover to be good to go again the next turn. Usually it means you can chew through a group of 12-18 enemies before most bros start running out of fatigue by giving you more hits each turn. At the worst of times it just encourages you to Recover more frequently so that you can get the most out of your bros on a turn when they aren't fatigued. It's a must-have skill.


Also if you aren't playing Ironman you don't need to alt-F4, just retreat immediately and reload the autosave.

vyelkin
Jan 2, 2011

Tylana posted:

Is there any info on what Possessed does to undead by the way? Or a reason why sometimes AI just sits there in a net, not breaking free?

I think Possessed gives them a lot more AP, I've seen weidergangers who are possessed attacking three or four times while others attack just once.

The net thing, are you sure it isn't just them trying and failing to break out?

vyelkin
Jan 2, 2011

BurningStone posted:

I've had one tavern tell me there's a bandit camp on the plains to the northeast. Another gave me the same message, except said northwest, so I've been over every plains hex I can find north and between the two, and I can't find it. Do tavern rumors lie? Or tell you the wrong enemy type?

If you get a clue for a bandit camp it can also be referring to an undead camp that should be full of zombies. I think the idea is that the zombies are the former bandits.

vyelkin
Jan 2, 2011

BurningStone posted:

I'm been learning about tavern rumors and I wanted to see if my experience matched others. If I get a rumor about a location that doesn't mention a unique, I won't get one. If I'm told "... is full of riches. But maybe I'm misremembering." then there's nothing special, either a unique or riches. If I'm sent to a location by a quest, there won't be anything. If I'm told there's an item, even in hesitant language, there will be one. And the part I'm most unsure about : if I just dive into a camp randomly, I can get a unique, but the chance is very, very low.

Pretty accurate in my experience, though I think "full of riches" means treasure (like a ring or goblet or book) but no unique. Quests are even worse than you think, if a quest sends you to a location that has a unique in it the unique will disappear and be replaced by quest rewards.

As for diving into a camp randomly, you'll get a unique if a unique is there, i.e. the game assigns them when the camp is created and then that camp always has a unique unless you get sent there by a quest, in which case it vanishes. So, for example, if you get a "there was a fancy suit of armour on some raider to the northeast" rumour but there are five raider camps to the northeast of that town, you should be safe just attacking all of them and eventually you'll find the unique. If you had just wandered up to those same five camps and attacked them without hearing the rumour first, you would still get the unique, but you might then think "oh, so there's only a one in five chance of getting a unique here attacking camps randomly" when really what happened is one of the camps always had the unique and if you had somehow managed to attack only that one you would have had a 100% hit rate.

vyelkin
Jan 2, 2011

Donkringel posted:

Are there any additional tricks against goblins?

I accepted a Noble contract and i need to kill a mix of skirmishers, ambushers and an overlord and shaman. I am constantly entangled and netted. I make sure to go at night but it is just an annoying, horrifying slog.

I even purchased 12 dogs to act as a screen during the initial charge, but they only last a round and i am back to being entangled.

The only real "trick" I know of against goblins is that you can abuse their absurdly high initiative to your advantage in the first round. They're so fast that every goblin will go first and they will all wait, hoping you will come into range so they can shoot you. If you then tell every one of your bros to wait, the goblins will wait again (rather than advance) and end all of their turns. You can then charge your entire squad forward four tiles. That puts you in missile range of the goblins and gives them a free round of attacks, but then once you get round to your guys' initiative on round 2 you'll be within range to charge into melee. If you don't do the waiting trick, they get two free missile rounds instead.

Against a shaman this is less effective because half your team will be entangled and won't be able to close to melee range on turn 2, but that's what you get for fighting a shaman.

Other than that, the only real tricks are to take bros with high missile defence and high melee offence, use weapons with bonuses to hit if you have to (swords are good I think, it's been a while, because goblins have thin armour so the sword's weakness against armour isn't a big deal), if you have greatsword bros with high missile defence bring them along because they can cleave right through to hit back-row missile attackers, etc., but those are all tactical things you're hopefully doing anyway along with attacking at night, they aren't really tricks per se.

vyelkin
Jan 2, 2011

Donkringel posted:

Well I just had the most fun battle.

Undead crisis, I'm tasked to defend a town against siege. First battle with the undead goes swimming, not a single militia member lost, so they increase their numbers. Second undead attack and there is a nearby company from <i>another</i> town. I waited until they were in range and engaged the undead.

My mercs, the militia and the company. Versus Ancient Legionaries.

41 versus 11.

So what did you do once it was your 12 guys against 11 ancient legionaries and 29 zombies?

vyelkin
Jan 2, 2011

bongwizzard posted:

I have a gang of bros around day 15-16, when is the combat going to open up past the "slowly advancing shield wall w/ archers behind them" part I am in now? It's getting kinda dull but every time I try something cute I get slaughtered.

As you get better armour you can start worrying less about shield-walling and just have shields and advance much faster. Then as your armour continues to improve you can start forgoing shields entirely on some people. The way armour works in this game, the heavier your armour is the higher a proportion of damage it takes versus your bro's HP, so even the occasional arrow hit won't do serious damage to a heavily-armoured bro. But yeah, early in the game with bad armour and low defence ratings the shields are pretty essential.

The other thing though is it can be worth just charging straight into melee, even with low-level or poorly-armoured bros. The constant shield walls mean you only advance at half speed, whereas advancing as fast as possible gets you in melee in only one or two turns, which means fewer turns getting peppered with arrows by the enemy and less fatigue when you do enter melee because your guys haven't been doing exhaustive shield walls the whole time.

vyelkin
Jan 2, 2011
Once you start getting higher-level perks, high initiative archers with Overwhelm are a godsend against orcs. In the first few rounds while you wait for them to come to you, you can chip away at (or even kill) Orc Young and Berserkers, then once you're in melee they put a serious dent in Orc Warriors' combat skills by continuing to shoot them. Best part? When the Orc Warrior charges through your lines to get adjacent to the archer, with the right perks your archer can Quick Hands switch to a dagger and continue getting those overwhelm attacks in, meaning that even though they charged through your lines the Orc still can't hit them but now they're surrounded and easy to kill.

vyelkin
Jan 2, 2011

Tias posted:

So, have anyone sussed out how ambushes work? I still just sometimes get random instances of my guys being set up haphazardly in the center and being attacked from all sides, but there doesn't seem to be any pattern as to how it happened.

Originally I thought it was the "you can't see who you're fighting" screen that signalled it, but that usually procs a normal battle, and then sometimes an ambush.

I think it's when someone else attacks you instead of you attacking them. It usually happens to me when I'm speed-2ing around the map and an enemy appears out of nowhere at night, rather than me having purposefully clicked on an enemy to fight them.

vyelkin
Jan 2, 2011
Long axes own and are the best polearm.

vyelkin
Jan 2, 2011
I take Steel Brow on pretty much everyone, it basically does away with one-hit deaths completely. You can do without one other perk somewhere else on each bro, but all those other perks do nothing when your level 14 bro suddenly gets sniped in the head and dies on turn 2.

It's also a godsend early in the game before you have good armour, because critical headshots no longer take out promising low-level bros every time you get in a fight.

vyelkin
Jan 2, 2011

Alchenar posted:

I'm also down-tiering Quick Hands - I only really ever use it to pull out daggers to rush the last guy with his armour intact, and I can take the ap cost of switching at that point anyway.

It's really worthwhile on archers and on utility bags and belts macebros who can carry multiple shields in case one breaks, nets, polearms, throwing weapons, etc.

vyelkin
Jan 2, 2011
Don't let any frontline bros use a two-handed weapon until they're wearing like 250 durability armour. Giving good bros poo poo weapons like the woodcutter's axe early in the game is a good way to get them murdered in one fight. For the first like 75 days basically all your front-liners should be carrying a good shield while you build up your stock of good armour, even the ones who you're giving skills and stat boosts with the goal of making them two-handers later on.

vyelkin
Jan 2, 2011

redreader posted:

Thanks! and I always have like 6-7 people to start, one of which has a pitchfork, 3-4 have 1-handed weapon + shield (not buckler), 1 has the starting crossbow and if possible 1 has a bow. Does that sound decent? Is there a better pitchfork alternative? 1 hit per turn sort of bites.

Polearms are great and the pitchfork is what you will have available at the start so go for it. You should be able to find or buy a pike fairly quickly if you're fighting a lot of bandits, and once you fulfill the ambition to get a battle standard you'll get a sweet one for free. Pikes are a big upgrade on pitchforks. Protip: bros with huge potential should be given good armour and a polearm and kept in the back row while they gain a few levels, early in the game anyone in the front is susceptible to either getting one-shotted or just getting stuck fighting too many enemies and taking a few unlucky hits that kill them, and you'll be much less angry if this happens to a lovely bro with no good skills than if it happens to your level 1 farmhand with three stars in melee attack, melee defence, and fatigue.

Also, for a group of 6 or 7, only 3 or 4 frontline bros is dangerous because a group of 6 or so enemies can easily flank you and start hitting your weaker backrow archers and polearm people, so while you're still learning the game you may want to lose the bow or crossbow and have an additional shield user instead so you can cover your flanks more easily.

One more tip for shield users, shieldwall is a bit of a trap. You think it makes your bros more survivable, but what it actually does is tire them out really quickly and make it so they can only take one attack per turn. In most circumstances, even early in the game, you'll be better off just taking the passive shield defence bonus and attacking twice, which will shorten the fight a lot and (in my experience) end up costing you fewer bros in the long run. Save shieldwall for when you're getting shot with nasty arrows or when you have a particular bro who's wounded or surrounded and you want them to just survive while other bros bail them out.

vyelkin
Jan 2, 2011

Sandwich Anarchist posted:

I've hit a wall. I've got a troupe of like 14 bros, fielding 12 and keeping 2 or so in reserve. A handful of guys at level 6 ish, some lower. Everyone is decked out in 110 armor and helmets, tier 2 or 3 weapons (flails, morningstars, arming swords, military picks, hunting bows), a couple named shields and weapons, a sergeant, and I've unlocked noble contracts.

I can't seem to advance. Everything I'm fighting now has worse armor than me or are orcs, and the pay I get off the best contracts I can find is enough to cover repairs, salary, and food on the way to the next town. I'm having trouble finding decent contracts, and sometimes have to hit 3 or 4 towns to find something that will even pay salary and food for one day as I search for more work.

It's like day 55 and I don't feel like I've made any progress since day 35. I have like 3k saved now, but that's likely to be gone to repairs and salary before I can get another job. Advice?

Go wander into the wilderness and take down a few ruins, without a contract. If you get a couple easy ones you should be able to do it without too long in between to heal up and repair armour, especially if you have reserve bros and/or reserve suits of armour. Try and do this close to a big city so you get extra cash for the loot you retrieve.

vyelkin
Jan 2, 2011

Major Isoor posted:

Personally, I find that a spearwall is all you really need, to deal with them effectively. I have every second man on the front row armed with a spear (and preferably also spear mastery, so the spearwall doesn't drop, if a zombie doesn't get through) and I give my archers on the back row pikes/billhooks to push any that make it through back.
They're pretty dumb enemies, so they'll just keep ambling into your spears time and time again, before keeling over. Just remember to wait the first couple of turns before starting the spearwall, so that you conserve the stamina of your men.

This, zombies are dumb as hell and will walk into your spears repeatedly until they die. They're also poor attackers and pretty flimsy unless they're wearing armour. Focus on taking down any ones with particularly dangerous weapons (flails and polearms) and any with little or no armour, and their numbers will get manageable quickly. Spearwalls are highly effective, as are area-of-effect attacks. Honestly if you're at a stage in the game where you have three passable two-handers (you said you have one in reserve) I would have literally zero stress taking on 24 zombies, unless you're fighting a necromancer in a swamp or something.

vyelkin
Jan 2, 2011

Tias posted:

You're not -really- blooded till some corpse-eating freak swallows you whole :haw:

Eh, there's a great deal of worthy mastery skills. Bow mastery is grand, especially on guys with the eagle eyes trait, and spear mastery is amazing against horde enemies - Club mastery is something I'd never pass over on fitting bros, as well. Even polearm is great if you pick up a warscythe. I think the only ones I never or rarely pick are dagger, throwing and flail.

If you pick and win enough fights with the undead you'll be given another dream, where your options dictate the final fate of the ancient empire and its rulers

Dagger and flail are also both good, though specialized.

With dagger specialization you can make a beast of a specialized bro who has a dominant weapon (I usually do a sword for the low fatigue costs), a really good dagger, and quick hands. The trick to dagger specialization is that it lowers AP costs to 3 instead of 4 for an attack, meaning that you can get in 3 attacks per turn instead of 2--and even more if you get a kill and berserk yourself some AP back. Combine that with the dagger's ability to ignore armour, and a dagger specialist gets really interesting, though he absolutely needs high fatigue or he will get worn out super quickly. There's two particularly interesting things you can do with a dagger specialist. One is fairly basic, but it's the ability to switch to a dagger for an additional attack when you only have 3 AP. The most common place where this comes in handy is letting you get additional attacks while also moving. For a regular bro with 4 AP attacks, even a single move means you can only attack once in a turn, whereas a dagger specialist can take the 3 AP left over after a move and an attack to swap in the dagger and get in a second attack. This is a small thing but on a high-level bro with good attack and a good dagger it can regularly make a difference. The second, and more fun, use is solo-ing enemies with really thick armour by puncturing them three times a turn until they die. You need a bro with high melee attack and fatigue to make this work, but when you pull it off it's incredible.

Flail mastery is also a bit specialized, but it's amazing early in the game when you're still fighting a lot of bandits and enemies with unarmoured heads (though it remains useful throughout because you keep getting enemies with unarmoured heads forever, just fewer of them). We all know flails are good for whacking enemies in the head, but their secondary attack (lash) is really stellar for that with its 100% chance to hit the head. When it lands it's often a really satisfying one-hit kill. The problem is a) it costs 25 fatigue, and b) it doesn't ignore shield defence bonuses, so despite its being most useful early in the game, it's also hardest to use early in the game when you still have low fatigue and melee attack. Flail mastery helps both of these problems by cutting fatigue use and negating the shield defence bonus. One or two early game bros with flail mastery (I often give it to one of the two melee companions) can make short work of half the enemies you encounter in the early and mid-game while also kitting out the rest of your team in their armour, and they remain situationally useful forever if you have them beeline for whichever enemies spawn without headgear.

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vyelkin
Jan 2, 2011

Tias posted:

So Lash does not avoid shields? That makes sense, I always seem to just dent shield-users with it..

Yeah, ordinary Lash doesn't get the flail's ability to ignore shields, that's only for the default attack. Flail Mastery makes Lash ignore shields as well, which is part of what makes it really good.

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