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Archers: Loss of arms, the above.
Tanks.
Shield: Obvious loss of arms/leg, possible loss of str (depends on if it's needed for heavy armour spec, + the above.
Dodger: The above.
MR: Loss of arm, the above.
Damage dealers: Loss of arms, loss of certain stats (depending on if they are needed), the above.
Caster: Impairment to casting ability, the above.
Hmm, starting to think about buying skills for my team, but it's tough trying to decide if I should invest in a hero with only one leg.
Well on shield, its more specifically for me whether or not they use shield specialist skill. My zombies for example, do not use it due to weapon skill being sufficient on its own, and IF they lose an arm, they simply switch to sword (can still parry) and continue on. In most cases, yeah, but I wouldn't say always.
Shield Specialist, losing arm is fired. A shield user without it, that loses an arm, simply uses sword to parry and continue on (while having an ever so slightly better dodge option, IF and WHEN they face a parry bypass unit).
Basically, once the injury, results in a skill one has spent skill points on, becoming useless, then that is the point to consider firing.
Although to be fair, whenever there is a proper rank 7 hired sword, and you have a massive gold stockpile, any excuse is an ok one to fire.
I've fired perfectly healthy troops, just because. Once fired a marksman, just because a rank 7 was in the hired swords, and he missed 2 95% shots in a row the previous battle.
True, and another advantage of that type of 1 handed duelist, is how much easier it is to figure in that one extra OP ( whether in case of 4 attacks, or 2 in case of hench) for use with special attacks or abilities that cost that one extra.
For example, some brethen I have set up for a Khorne themed band. Its blood offering (costs that 1 extra OP), followed by and extra attack for hench, or 3 extra in case of LGT while blood offering is buffing. (add on magister's weapon of destruction, and other buffs and they are not to be underestimated.)
Same principle works thou with vital strike or armor break builds, or anything that uses has a 3 OP attack to start the start or end a sequence of hits with and dodges.
(For parry builds that use a shield or sword, I tend to save that one OP for the counter attack. Typically an entire extra attack, is going to be greater than any one buff added to an attack. Once had an example of this discussed in regard to strong blow and its 50% damage increase, being used on a parry unit. Unless the intent is specifically the parry bypass aspect, one should forgo using it, and simply take the additional counter.
Basically 3 strikes for 300% total compared to ones single attack, is better than 2 for 250% total, 5 for 500% total of one single attack is better than 3 or 4 for a 450% relative total compared to single attack. The exception being the mercenary captain, who gets free counter attacks anyway. In that case the 3 or 4 strong blows for 450%, are followed by up to 3 counter attacks in the case of web of steel for a grand total of 750% in total attacks, since your adding 3 attacks of full value to the 3 or 4 previous attacks for a total value of 450% of one attack.)
I will turn em into MR tanks once a while, but generally i prefer them with 2h.
Can death and crippling wounds be mitigated by heavy armor or high toughness?
No, really there are only 3 ways to mitigate damage rolls from going out of action.
Option A (not suggested), is the Veteran skill. Really thou, its largely a waste of skill points that can be better spent, having skills that prevent ever going out of action to begin with. As Rick Sanchez, would put it, its planning for failure, which is just stupider than regular planning.
Option B, is more situational, and is the suggested route of preventing injury. Keep a lucky trinket on the units one is most concerned about, and IF it looks like they are going to bite it, use it. Then if they go down, they have a better chance on injury rolls.
Option C, is more specific to certain injuries, and that is to have a certain rune/mark that prevents said injury. For example a rune/mark of fate, would prevent missing legs.
In addition the only other thing (which I believe was discussed not that long ago) is the open wound mechanic, which increases the chance of injury, including the chance of multiple injuries.
The more open wounds a unit has when it goes out of action, the more likely it is, that the injury rolls are going to hurt.
* the last discussion and explanation of open wounds: https://steamcommunity.com/app/276810/discussions/1/2626094636168434979/
MR is a better bet imo.
But their real strength lies as damage dealers, Blood offering is just insane.