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
That said: Sisters are incredibly melee focused; you will have the option of developing offensive magic later on, but that is very late game as you will need the skills/items to avoid Divine Wrath effects.
Henchwomen: Best to go either dual mace or two-hander of some kind to begin with until they get their 4th Offense Point. Where possible, get them to Charge into combat; they can't get a second attack anyway at this stage, so you need to make the first one count.
Sister Superior with Great Hammer is OK if she's still on 5OP, but once she gets her 6th you might want to consider one-hander + shield and make her slightly more tanky instead.
Matriarch is a good fighter/caster, but be careful with casting early on as I mentioned before. However, Sigmar's Might is a good spell if you are in a big brawl and can catch a couple of other units as well.
Stat allocations: to start with, all Martial points for pretty much everybody should go into Weapon Skill. This increases hit chance and (once you move to a weapon/shield combo) Parry chance. It also increases Melee Resistance which makes your units slightly harder to hit. Accuracy is less useful early on as your crit chances wil be pathetic no matter what.
Physical stats are a bit more difficult, as they are all good. Agility for defense, Strength for attack, Toughness for staying alive. If you have any units you are thinking of giving heavy armour later on (Sister Superior, basic Sister and Matriarch are all potentials for this) go heavy on Strength and Toughness; you need Strength for the skill that reduces the heavy armour penalty and Toughness for crit resist as crits ignore armour. For units that you might want to be a bit more Dodge based (Novice, and the Purifier and Auger when you get to them), Agility will help to keep them alive, and also improves their battlefield mobility (better chance to Climb/Leap).
Mental stats: For non-spellcasters Intelligence is low-priority (basically gives you Stun Resist, which you can get from other sources). Alertness and Leadership is the decider; Alertness is Initiative, whereas Leadership will stop you failing All Alone, Fear and Terror checks so often, as well as increasing Warband Morale which can keep you in the fight longer.
Also, on the "being screwed by bad deployments" thing: you are aware that deployment information is available when selecting the mission? Avoid any mission that says both sides start scattered or either/both warband(s) splits into three groups in the early days, as these are more challenging.
Also when say I get screwed by bad deployment I meant the deployments that scatter both Warbands, the enemies Warband appears to be less scattered and gangs up on your party members or deployments that split your warband into three groups (again the ai seems to gang up on one of them).
Use my guide you be immortal. ^____^
You missed out the part where the ai appears to be laser guided to your party members, which gives the ai a massive advantage if you have a low initiative Warband and if both Warbands are scattered.
Then don't pick missions where both sides are scattered. Choose missions where both sides deploy at their cart, or one at cart and other in buildings, or spread out in a wide arc. Even one side scattered with the other side at cart tends to be OK as you often have a turn to pull your units together before the enemy close with you.
As to heavy armour, the main issue is that it slows you down. I won't equip it until I have at least basic Armour Proficiency, and if possible I'll wait until I get Mastery, but you can equip it sooner as long as you're careful to keep your warband together and not have the lightly armoured units run on ahead and get into trouble.
The laser acquisition targets only happens when one of your units is exposed to enemy AI. That is why if the secondary objective is to gather loot try to avoid scattered deployments. You will get limited time to loot and have to engage enemy combatants.
The guide will show you the way and the use of the force. It is all in the guide. You be screaming "game too easy" harder mode than deadly please soon.
Also is there any benefit to starting with a new rank 5 Warband other then the access to higher quality gear in the store.
Starting Hard missions is up to you, if you feel ready you can start any time doing them
Rank 5 warbands means more loot on the maps so you should always start at rank 5 if you already have the option to do it but beware that rank 5 means ambush/demons if you start any mission above hard
From now on I'm keeping to Normal until my people are slightly more skilled lol. Probably all rank 7 minimum.
As far as armour goes, I wait to give my Sisters Heavy armur until I have both armour proficiency and K:Mordheim on them. Move 6 with heavy armour is rather nice I've found.Novices and Purifiers get dodge builds in cloth, Augur I buuld for Melee Resist with a secondary dodge, Matriarch is parry tank.
OP, the tutorials are your friend. Seriously, I played them more than once and noticed new things each time.
This is quite useful actually. Why is it not on the regular guide section though?