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
In particular, with all your points going into Int, you'll be able to get Knowledge:Mordheim and lash the WP in heavy armour. With a shield and flail that's a ton of survivability and melee capability.
In addition, mastered Heal is bloody amazing. 160 damage undone a turn will keep a Temple Knight tanking away quite happily.
For the Witch Hunters, spec them as dodge tanks and focus on Sidestep with as high accuracy as you get with their WS. Will make them hard to put down and they'll pack a nasty punch.
The WHC makes either an excellent Dodge tank (with that nice starting passive helping out) or pretty good ranged as well. I went with ranged, using crossbow pistols with Misfortune to either let the Captain crit himself or make things easier for the Witch Hunter to score his crits.
I found the WP a bit weak again but suspect I just went with a bad build. Mostly he's a support caster for me (along with my Wolf-Priest), keeping my Heroes and Henches on their feet and hitting hard.
You can either go the damage route and just take 3 shots per turn, but I built mine with Head Shot + Vital Shot combo.
With Duelling Pistols of Havoc (or Pistols with hit chance rune), I usually leave at least 1 enemy stunned, ready to be charged to death by my Flagellants that have just a little less initiative.
Warrior Priests are kinda hard to build. You could go the tanky route with 1H + shield, but then you'd probably rather take a TK.
Mine are support casters with mastered Healing Hand and Armour of Righteousness (which is an amazing spell).
I deck them with heavy armour and mastered Defensive Stance for survivability, though they usually move last and thus get to pick their target, and then are covered the next turn by my Flagellants. For offense I go with a simple Sigmarite Warhammer of Perforation and teach them basic Burn the Witch to mess with any casters I might run into.
My WHC is ranged. Crossbow pistols, 4 attacks per round with one being a special, either Trial by Pain or Vital Shot. Never gets into melee. Typically first or near the top in move order (AI and their dagger builds...) Crossbow pistols could probably take a range nerf and still be solid. He can drop a non-heavy armor enemy to half health before they engage in melee.
My WH is a 2h dodge tank. Probably my weakest link, but I tend to over extend him and put him in bad spots. When I play him smart, he wrecks. Gave him a Greatsword, no reason other than he looks cool wielding it.
My Knight Templar and Flagellants (only use 2) carry so well in melee and my WHC softens up from range, the rest of the warband just fills in and mops up.
Then I made my Warrior Priests into heavily armoured parry tanks and they're pretty awesome at that, especially alongside the main tank - the Templar. Plus you want them to be in the thick of it so that they can heal away to their hearts' content.
The whole thing worked pretty well. Never lost a mission and only ever had a small handful of injuries at the start when the warband was low level. Mostly Flagellants and the occassional Smuggler when I tried to use one (didn't like them).
I turned the WH into a tank, gave him a shield and shield specialist and he's doing pretty well now. Decided to stick with range and crossbow pistols on WHC with trial by pain. Might try a WP again if i can get one at a decent level as a hired sword.
Like any hero.
Knight always seem to rock hard early game. Once you get past lvl 6 or so they not so hot anymore.