Early game: You have many low skill brosAccuracy is highly desired early into the game and you probably have a lot of unskilled bros which makes Backstabber enticing. Ive said it enough in this section already, but more stats are always better, especially with MDF. Use Gifted. For the bros along the way, the main thing is to balance what can make them useful. In this way, you can loosely translate your Gifted gain into +12 RES. You can have a few setup bros who weaken enemies for your Berserk/Frenzy users to capitalize on, as there are only so many kills you will be able to get per turn. The biggest overhaul mod for Battle Brothers, increases replayability and variety. Sometimes you just need to go before a critical enemy and having Adrenaline available for those situations can turn things around. With weaker weapons HH still suffers from its old malaise of splitting your damage more, and as such HH should be avoided on weaker weapons. The reason that Indom is so strong is because the reduction occurs early in the damage calculation rather than at the end. Injury value is inconsistentSome injuries are useful and others are not. Nimble beats Forge until its set with 300/300. Fearsome now adds 20% of attackers RES as a debuff to opponents RES when inflicting HP based morale checks. It is better against the most dangerous enemies, which is a nice trait to have. It is better to use the 320 piece if you dont mind the cost. Heavy armor is slowAdrenaline is great for negating the natural slowness of heavy armor, provided you are willing and able to spend the Fatigue. Any build type could be done with Nimble. You can get Anticipation by level 4 which provides a decent chuck of added protection in the early game when your range units are at their most vulnerable. DoT effects like bleeds from Cleavers and Webknecht poison deal fixed HP damage over a certain amount of turns. This means a tight formation cannot be pushed around except through the edges, and your archers should be in the interior back. Having a higher innate headshot chance helps you prime more stacks for guaranteed headshots and continue to feed into itself throughout the battle. Without Indom, you want to have a healthy HP stat on your Forge units, and attachments like AFP will really help. Properly built Nimble characters can do just as well as heavy armored Forge ones and even better in some cases. Hexe are one of the more dangerous enemies in the game and Resilient makes them significantly easier because being Charmed for 1 turn instead of 2 is a huge difference, and you can even negate the Charm entirely with good timing. If the mercenary life doesnt work out, become a street magician.. There is nothing about Duelist that favors it going for Nimble vs. As a result, heavy armor is good at negating HP damage from weapons with low AID but is still vulnerable to attacks dealing high AID. You decide where to go, whom to hire or to fight, what . Next round starts and you attack again giving you 1-2 rounds of attacks in before the enemy can retaliate or defend themselves. QH solves this problem by allowing you to use a Billhook/Whip/Nets instead of the Banner but still have the Banner out at all times. AoE attacks are expensive yes, but you should have enough of a FAT pool to use them a few times after which you can switch to single target attacks. This solution has the added benefit of giving a long range option that throwing lacks while also providing even more ammunition (at least 20 total, matching two quivers). Chosen (updated 8/11/20)Duelists vs. The value of Colossus here goes beyond just the raw durability. While Crossbows/Throwing are great at dealing injuries to set up their own Executioner, they like it even better if a Warbow user or another bro can set up the injury first. The value of Colossus here is going to depend a lot on how dependent you want to be on Indomitable to survive dangerous high AID attacks such as from Chosen. Create an account to follow your favorite communities and start taking part in conversations. Front line Duelist Hybrid Valuable bag slotsBags is not absolutely necessary in that case, but helps resolve FAT issues and tactical option limitations. Unique formations can provide more opportunities for good Underdog value. Also good against Swordmasters/Blade Dancers and other dodgy enemies, especially in the Arena where your normal counters and ganking may not be available. This usually sends the enemy ranged AI into disarray. Forge Brow only helps against specific enemies but it could be worth a look if you arent Indom spamming just because of how dangerous Chosen are. You cant go wrong. If you know what you are doing then this isnt an issue, but if you are a new player you may want to stick to more universally helpful perks early on and specialize at higher levels. If you are worried about those types of enemies then Brow can help a bit. Riposte focused builds will want Mastery for the accuracy and FAT. +5 MSK isnt overly impressive compared to other perks, but +10 or better is goodBackstabbers biggest competition is going to be FA and Gifted where of the three, Backstabber offers the most accuracy. Unlimited powerIn terms of raw power, Indom is probably the strongest perk. Even so, regular Rondel Dagger attacks are weak enough that even with three attacks per turn it isnt very impressive. For example, you start the turn with the Banner out, QH to Hook/Whip/Net, do the thing (4 or 5 AP), and then use the remaining 4 or 5 AP to bring the Banner back out allowing you to maintain the Banner buff that you want to have while also having the ability to use other weapons/items. Taunt can protect other frontliners so that they can deal their damage in peace, or taunt can babysit dangerous enemies. What are the deciding factors stat wise for you to make a good brother battle forged or nimble? As with Adrenaline, you can also lessen/negate status effects with good timing (see Use Cases). The Smoke Bomb in particular is great, essentially giving any QH user access to a Footwork at the cost of a bag slot. A perfect Wolf Helmet and Alloy Plate (175/350), and many other options between would also work. Dark Age - New Class Scenario Pack. Welcome to the largest Battle Brothers mod, expanding on nearly every aspect of the game to increase variety and replay value. For example, if you have an interesting choke point funnel or hill that you can make use of but there arent very many useful tiles for you to stand on behind it, then you can use Rotation to sub fighters in and out. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. Backliners have an easier time leveling INIT and picking up support perks due to being in less danger. Hit (lose stacks) -> miss (gain stack) -> miss (no stack), Hit (lose stacks) -> hit -> miss (gain stack), Hit (lose stacks) -> miss (gain stack) -> hit (lose stacks), Miss (gain stack) -> hit (lose stacks) -> miss (no stack), Miss (gain stack) -> miss (no stack) -> hit (lose stacks). A good (Melee) Defense complements armor nicely. Maybe the biggest downside to going Duelist vs. a 2Hander is that Duelist is something of a perk tax that 2Handers dont have to take. While Indom gives the best possible defense against Chosen, constantly using it and relying on it has its own costs. Just keep in mind that Chosen have Crippling Strikes so even if you do survive you are going to get injured. Another way to think of shooting at half accuracy is that you are halving your expected damage output. Bags can help you carry these new potions and they are all quite good. Thats almost a Round Shields worth of defense, and it isnt hard to find some bros with base INI even higher. Normal: Death in 7.06 hits. : A -13 hat and -23 armor will still provide11 FAT Ex. They arent going to shoot your guy with 20 RDF whether he has Anticipation or not, they are going to shoot the weakest link. Anti-GeistGeist screams will generate 4 morale checks against all of your brothers in 3 range. Nimble with base equipment beats Forge until its set with 300/300. It also helps when daggering down enemies. and rounds it down in your favor Provides Stun immunity from Maces, Orc Young, and Unholds Provides immunity to displacement effects such as Warrior pushing and Unhold Throwing, as well as abilities like Shieldbash, Polearm displacements, and Serpent grabs. Provides immunity to Kraken Tentacle grabs Does not provide immunity to tier 3 Nachzehrer swallowing Does not provide immunity to Priest Horrify, and Horrify status will cancel your Indom. Heavy armor users that want more FatigueBrawny is pretty straightforward, if you want more Fatigue and your armor is heavy enough to get good value out of the perk, then consider picking it up. Because single target 2Handers take little FAT and can benefit greatly from Dodge, it makes them one of the least stat demanding damage dealing builds in the game. Fearsome enemies will now impart a hefty RES penalty on your units when they damage you, making RES more important than in the past, and making Mind a more enticing pick by extension. Underdog is +5 in the interior of the formation and more otherwise. Goblins are most vulnerable to this, but even some human foes are at risk of getting one shot by the higher tier 2Handers, and Frenzy can improve the consistency here. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. However, given the low Ignore% and low armor damage Shamshir is actually only similar Mace/Hammer at injury deliver while costing more FAT to Gash. Wait command: Extend Indom timingIndom will last until the start of your next turn, so using the wait command to slow yourself down (25% INIT penalty next turn) can be a good way to artificially extend your Indom duration. Combined with Resilient, you can completely avoid status effects with good timing. + Increases damage output+ Better against lightly armored enemies+ Guaranteed headshots allow for precision targeting for high value Can actually make your bro worse at dealing damage Headshots are weaker than you expect Value is mitigated by Steel Brow enemies, Effective Headshot% gained from HeadHunterBase ChanceMean w/ HHEff Increase25%39.6%14.6%30%45.9%15.9%35%51.6%16.6%40%56.9%16.9%45%61.9%16.9%50%66.6%16.6%. Effects include Bleeding, Poison (Webkneckt/Goblin), Charm, Stagger, Acid (Lindwurm), Flies (Shaman), Daze, Shellshocked (Mortar), Withered (Lorekeeper), and 2 turn Mace Stun Reduces the effects to 1 turn. They have it too by the way. Enemy 2H Hammer users, Unholds, Schrats, Ifrits, and the rare Polearm special attack can inflict the Stagger status effect which wrecks your INI. Indom does a better job at this but it is unlocked further into the tree as is more expensive. The 5AP cost also opens up many good options to pair with QH such as to combine with a 4AP attack such as 2H Cleaver, or a Whip attack. Related Perks Nimble, Battle Forged (via having more remaining armor after attacks), Indomitable. Adrenaline is good against the common early game Brigands and Beasts you will be fighting. If you run a standard connected frontline then your interior lineman will never be facing more than two enemies at a time (unless you break formation). This makes headshots weaker than expected, which disfavors HH. There are reasons you may want to use those, but they tend to be beat out by other options like Mace/Hammer. Alternatively, use your first move to move around the edge and use Adrenaline. With QH you can get the two attacks in. Battle Forge removed for Legionnaires and Auxiliaries. Usually this isnt a big issue, but some contracts (i.e. Neither weapon will be using its special very often as Duelists because they want to be dealing damage. Usually, base FAT is sufficient for Nimble characters so leveling their HP instead should be a priority. A possible set could include a Warhammer for armor removal, a Flail for head hits, a Whip for disarms, a Cleaver for regular damage, and a Spear for zone control, or a backup shield and even a net. Increasing returns in reliabilityFrom the perspective of reliability, Skill (SKL) has increasing returns. Indomitable can compensate for low HP, which would otherwise be risky. But having both nimble and battleforged is cool for frontline bros too. Each hit with a two-handed melee weapon adds a stack of Reach Advantage that increases your Melee Defense by 5, up to a maximum of 5 stacks, until this character`s next turn. Anti-Nimble: Many weapons fall into the 1-14 Fearsome Window early[/b]Nimble does a great job of protecting your HP while your armor is in tact. Three is that tanks arent your main damage dealers, so if they spend their Fatigue and AP Rotating then you arent missing out on much. Theres nothing wrong with having it on just some guys as some builds benefit more than others. Lash and Hail also ignore the defense bonuses of shields. It comes with a hefty FAT cost and -15 Accuracy so you do need a bro with high FAT and Skill to make this work reliably. Colossus is a lot stronger than you might expect since most backgrounds start with ~60 HP and that just isnt a comfortable number to stay at. Relentless negates this issue. A damaged enemy could very well get injured or drop morale from taking that damage which may weaken their ability to hurt you if they do get their turn. BD also added an effect where you gain extra stats until your next turn when 9L procs. On other origins, Indebted backgrounds work as per normal with Student at level 11. Bro has a Heavy Crossbow and no perks except with or without Crossbow Mastery. Attacking before an enemy can provide more benefits than just trying to get well timed killing blows. The Everyman A multi-purpose characterThis is a front line bro carrying different one-handed weapons, possibly a shield and control or utility tools. which scale better later into the game, but if raw durability right now is what you most want then you can pick up 9L. This also allows Indebted to reach the bottom line of the perk tree which is otherwise unreachable for them without Student. So using Recover just to use more AoE is actually not that impressive when you consider you give up a whole turn just so that you can hit 2 or 3 enemies next turn with a weaker attack when you could have just taken those two turns using two single target attacks. You can run a damage dealer that runs all of the accuracy perks and no damage perks. I want to focus on the perks themselves and you can come up with the builds because thats part of what makes BB so fun. That means that four average rolls in HP (+12) gives you +11% EHP, a massive resistance to injuries, and an effective +4 resolve bonus for resolve checks taken due to HP loss. Your Polearm bros can be built to take some pressure if necessary, and you can protect your archers well enough without FW if you know what you are doing. Tanks are also a great candidate to Adrenaline flank the enemy backline to spook enemy range units into running around instead of shooting. With Fearsome, you can translate that pumped RES into some offensive debuff pressure on your foes. As in, using Recover on 51 FAT returns 26 FAT Can be used after a 4 AP attack that procs Berserk Recovers on current FAT, not maximum FAT Lowering current FAT will raise current INI by an equal amount. This can allow your faster bros to get first strikes on enemies and hopefully land some injuries to allow your Executioner to capitalize. Related Perks Fast Adaptation, Gifted, Backstabber, Lone Wolf. 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Helps resolve FAT issues and tactical option limitations into the tree as is more expensive so is.
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