Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would mainly use them to gather wyrdstones and then join in the main melee, or patrol a flank and surprise the enemy and/or steal their idol.
enchants: Axe of perforation or dismay (if you want to use Fear, combine with Idol of Death of Necromancer), Shield of Shielding, Armour of WS/Tgh and Helmet of celerity/magic resist/stun resist/constitution (depends what you need the most).
Staggering Blow if you want to play with initiative or faint to make sure you really don't get hit. 92% MR under Defensive stance will allow her to tank pretty much anything. It will also probably break the AI.
Your tank with Feint should be the first unit to engage (that's why I gave only Light armour and not Heavy, so that Initiative isn't lowered). With Feint, they'll resist almost every attack and thus this is a very safe way to start an engagement. :)
Sadly, that won't work for a Thrall as she's immune to psy tests in the first place. And the Dreg with a whopping 6 max LD (9 with book), won't be able to take advantage of this either.
It's based on the stats of the character?
- Stats of course, not just maximum stats but also stat distribution (e.g. how many points you get to invest in Physical, Mental and Martial). For example, a Merc Captain with a maximum of 10 Agility (starting at 4) and only 11 Physical points to distribute (other leader usually have 14) will probably not make a very efficient dodge tank. Similarly, a Brethren with a max of 10 in WS will make a very poor usage of parry skills.
- Roles you might want to give to a character. Do you want a unit to prevent a very high amount of attacks per turn? In this case, MR is probably the answer, as both dodge and parry gives you a maximum of 3 attempts (with advanced stances) at negating an attack, whereas melee resistance is active for a whole turn. But this also forces you to take into account All-alone tests if you want to tank many units at once, thus to think about your leadership value.
Another principle is that if you want a unit in heavy armour and shield, parry (web of steel is the advanced stance) is usually a good solution. Armour will provide you an additional layer of defense, as a mitigating device that will be activated in case your main defense fails. That's why main tanks in warband usually have a decent chunk of melee resistance, use parry as an active defense, then they wear an heavy armour and finally focus on Toughness for more HP over agility and strength. They're not doing a lot of damage, but they're very hard to kill and that's something you might want. :)
If you're fine with a character in cloth, with a high value in agility and thus lower strength (melee damage) and Toughness (hps), like for range/magic/crit builds, then a dodge defense might be indicated.
Finally, you might also run very specialised characters as glass canons, and forego any defense on them. You should use them as finishers that attack only units with depleted action points.
- Synergy between band members is also to be taken into account. You can build support units that give various buff to your frontline units; Given the nature of the buffs you expect to count on, you can then decide on a proper defense strategy.
You should really use the talent calculator (link[www.pyrospace.co.uk]) to help you create the builds you like.
Using the various combination, you should be able to determine the max amount you'll be able to reach for dodge/parry/melee resistance. A rule of thumb is that a reliable dodge/parry defense can be reached at 110% and over for a leader/hero/impressive. Melee resist is always good but if you want to rely solely on it, more 80% (under stance) or more is probably indicated.
I've started a new warband at level 5 merc with 2 champions that will br my mr tank. I've put web and difensive because they will go alone vs many enemies so difensive stance and serenity will make them really hard to hit but when they face only one enemy that can fo at max 3 or 4 attack, then weeb of steel could be better because the % of parry is higther without serenity. It's bad?
Otherwise, I'd say your two champions option is a pretty sound idea. Be sure to focus all their mental points in Leadership as soon as they come, every martial point in WS and most Physical points in Toughness with a sprinkle of Strength and Agility.
If you want to use them as bait, you might want to give them pendants instead of helmets if they're going to pass all-alone tests regularly.
Web of steel is ok and you might use it when your champion is facing a single unit, so that he can take advantage of the reduced cost of parrying. When facing more than one unit, then Defensive stance would be indicated.
You could even plan to make one of those champions your alternate leader, via the skill "born leader". Be sure to take the mastered version of the skill as soon as possible, it's basically free (you get a refund in skill points).
Your champions can then act as twin towers, locking ennemies in place while your archer can safely fire and your more squishy units come at the flanks.
If I may, this is basically the winning combination Karond used in the last tournament. You might want to take a look at his warband there:
https://www.youtube.com/watch?v=VljLKoigIhY