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
Myself, my Warband once upon a time was 2xWolf Priest, an Executioner and 5 Flagellants.
Wolfies cover all the rest, and especially the Executioner, with Basic and Mastered version of the Crit Buff Spell, and the Executioner with Basic and Mastered Hit+Damage Spell. Flagellants, Captain and Executioner Sidestep.
Executioner proceeds to Crit everything to death.
Leader is either Shooter-Dodgetank Hybrid or Counterattack Dodge Tank.
Wolfies are just tough.
But specifics would require knowing what you are looking for.
Another option is a Warrior Priest Leader and Hero, 2-3xLad's Zealots, and rest whatever.
Warrior Priests spam Armour Buff Spells, Lad's Zealots use Book of Toughness to take Mastered Resislient, take Mastered Threaten, and proceed to kill stuff.
Regarding henchman, I mix zealots and flagellants. Early on went heavy flagellants, after reading this forum, learned about bow wielding zealots, it was revelation having zealots with long bows critical hit and stun foes.
Of course early game, haven't progressed far enough to max any of the recommended builds. Looking for advice on a level 0 warband, planning on buying hired swords, if I can maintain the discipline to save money. Found it frustrating to finally get the more interesting 'themed' heroe's witch hunter and warrior priest only to have them at level 0 and very fragile difficult to level up.
Also, their Warband specific Skills are very nice.
Witch hunter Captain: Counter attack dodge tank, with a shield and sword. I do give him a pair of pistols for those rare cases an enemy bug out and you can't get into melee with them.
Witch hunter: dodge tankish, but with greatsword and specced for critical strikes.
Warrior Priest: I really do prefer the iconic look of a two handed hammer on these guys, so I tend to spec them for melee resist as much as I possibly can, but primarily as a support unit that buffs and heals.
Templar Knight: Melee resist tank with an axe and shield.
Zealot: heavy investment into parry, then using halberds, these guys are generally built for charging and holding the frontline.
Flagellant: heavy dodge investment using two handed flails, again generally built for charging.
If you have the DLC characters.
Smuggler: Crit based pistol build
Ulric Wolf Priest: Generally built as a support character, similar to the witch hunters they are built for melee resist and buffing.
EDIT:
My core band is. (Open = I put in whatever I feel like that round)
Leader slot: Witch hunter Captain.
First Hero slot: Warrior Priest
Second Hero Slot: Warrior Priest.
Third hero slot: Open
Fourth Hero slot: Open
First Henchman slot: Zealot
Second Henchman slot: Zealot
Third Henchman slot: Open
Fourth Henchman slot: Open
Fifth Henchman slot: Open.
Step 1: Stick with it way past rank 5.
Step 2: Well get to that once you hit rank 10.
Witchhunter Captain
Mace with free hand, light armor, Sidestep, Swift Counter, Counterattack, Reslient, etc...
Templar Knight
Halberd, heavy armor, Web of Steel, Defensive Stance, Reslient, Unstoppable...
Smuggler
Hunting Rifle, Cloth, Sidstep, Quick reload, Trickshooter, Sharpshooter, Blackpowder skill...
Warrior Priest
Mace, Light Armor, Shield, Web of Steel, Piety, Hold Ground, Reslient, Unstoppable...
Wolfpriest
2-hand sword, Light Armor, defensive stance, vital strike, fatality, reslient, unstoppable...
I had an Executioner but did not bring him on any story missions, he was a crit build with Sidestep. I tried the Witch Hunter hero as a range but he did not do so well for me (much preferred the Smuggler as a range unit). Flagellants were dodgers and Zealots were light armor parry tanks.
Their claim to fame was doing the Merga mission in 9 rounds suffering 0 OOA. The Witch Hunter Captain did go down a few times throughout the Campaign so he was kinda the weak link (had to keep either the Wolpriest or Templar Knight as bodyguard). Two out of my three original Flagellants made it to the final story mission and one of the original two Zealots.
Not to be that guy, but you did that four times in a row:
Resilient.
No psychology effects, decent tanking and hard hitting. What else do you expect? Normal missions are boring, just steamroll everything.
Captain goes the regular shooty + dodgetank/counter way.
Knights are already heavy armor MR/parry tanks at lvl 3.
Zealots go all strengh and dodge. (bit afraid of crits)
Priest will be a front line buffer with heals and armor buff.
End of the story.
Witch Hunter Captain
Str 6
Tou 5
Agi 8
Ldr 10
Int 6
Aw 6
WS 5
BS 5
Ac 9
Currently using 2-H Sword and Duelling Pistols, wear light armor
Haven't assigned skill points have two available.
Typcially I have gone the 1-H Sword, Crossbow Pistol, dodge build, so this is different, in particular dumping of points on accuracy.
Have a Wolf Priest, haven't purchased skills, points have gone into toughness, strength, leadership (was thinking about alpha-howl, since he seems to have a surpluss of strategy points)
Templar Knight - sword & shield, secondary halbred, heavy armor, helm, skill invested in armor proffiecency heavy
Smuggler hasn't leveled up, yet
You say go strength and dodge, so basically an even split between agility and strength??
I feel like I've not built my zealots up properly. Got any more tips on that front??
You think better to get crits with accuracy or focus more weapon skill which gives needless parry?
Keep in mind that weapon skill is not just for parry. It also increases your bypass of it, and your melee resistance. A unit that is agility and weaponskill, will normally have a decent natural melee resist as well (natural as in purely stat based, no skills or enchant boosts)
One small note: it's strength that grants parry bypass. WS is CTH. The MR and CTH combo is still pretty excellent, though.
@MHS: You'll be able to eventually max both with Zealots. I'd pump WS first for he extra defence boost and to get a good base chance to hit. Their low accuracy cap means that relying on them critting isn't a great proposition in any case. That's what your Flagellants are for.