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High ground gives u i think 15 hit chance and 15 % deff ( i think )
than swamp 20% etc... soo u should mabe back off so u can get into a favor. positioning
2 take spears in the early ur dudes dont hit very well spear wall gives i think a +20 % hit soo if u make it perfekt u stand on high ground they in swamp and u use spear wall u would by default have at least 55% + ur dude about 70-80 %
While you need a minimum fatige threshold to keep your units going, you only need to get it to high levels for units who are going to consistently attack every turn and be attacked themselves.
That's your melee Duelists and 2H. Everyone else needs 105-110 fatigue tops for the heaviest gear with shields, 90-100 for your lighter backline.
It was common to think fatigue is mendatory at every turn a while ago but in fact with the beneficial changes since 0.9 and how tanking was made completely viable, now you're better off keeping fatigue at a reasonable level and get that red bar up for a portion of your frontline to just hold their ground and control aggro while damagers do their job.
It doesn't matter if you have 90 or 60 active fatigue when your character is going to be attacked 8 times per turn he will be exhausted anyway. So instead make sure he can tank it and actually tank some more by pulling more aggro and free some room for actual damage specs to enter the fray unscathed.
I would suggest you start with equipping your team with spears/swords + shields, and picking fast adaptation perk when they reach level 2.
Try not to move next to, or attack, enemies who are on a higher ground level than you. If you have to move next to them try to use the shield knock-back ability or a pitchfork's repel ability to push them off the high ground, and if possible take their place on that high ground.
Going along with the above, always try to be on a higher level than the enemy you want to hit.
Try not to move and attack with each of your men but instead move each of your men into position, hitting the "wait" button after each man moves, then when all men are in position around the enemy and it gets back to your waited men's turn THEN you go ahead and attack.
Similar to the "wait till enemy surrounded to attack" option above, if the enemy has a shield and you have someone who can split their shield do NOT attack with the other guys on that turn until after your shield-remover has done his thing, then the others can attack with higher hit chances.
We all have these moments.
second battle on campain, you engage with 3 brothers on the last enemy standing.
He is badly hurt already, so you try to finish him of.
You attack 4-5 times with 70% hit chance or higher.
No a single hit.
His turn, he chops two heads of with his sword, all your brother start fleeing.
Happens. deal with it.
Having a guy who can take a lot of punishment with good defenses can hold a flank while you use local numerical superiority to mop up. If I really need to get a stubborn opponent down quickly, I'll consider dropping a war dog next to them to get the surround bonus, plus the war dogs attacks will sap his fatigue and serve as a distraction (they pasively seem to taunt the enemy AI as it sees them as a weaker opponent drawing attacks away from your bros and on to the war dogs).
Lacking war dogs, you just need to position your brothers carefully and you can achieve the same thing. War dogs are a luxury that you usually can't afford early game, but become very valuable later game as you can afford to lose one or two and they can turn the tide of a battle that could go either way.
Remember, that you moving into base contact with an enemy already engaged triggers a morale check for him and a failed one can cascade. Try to take advantage of this and avoid situations where the enemy moves too many people into base contact with one of your guys unless he has really good Resolve.
But that's also pretty obvious information, should I make a joke about your own ignorance as well?
And the answer to the OP's question is: levels.
Parity with the most common enemies you'll be seeing throughout the game (ie., raiders) is reached at level 7-8 where your band of 12 can reliably engage and win against 15+ of them. All other types of enemies are variations on the subject (orcs being tanky and causing forced relocation, goblins being dodgy and relying on root effects like nets/vines, nobles/undead being somewhere between the two and falling into a linear turtle style where their front shield wall serves as a physical deterrent to protect their glass cannons in the back).
Thus, individual hitchance is less important than party synergy and zone of control denial (ie., funneling foes through terrain choke points, or, failing that, creating zone of control areas where you yourself enforce passage denial). Surround mechanics coupled with Backstabber are the most reliable way of landing hits, at least until you reach mid/late game where 90+ melee scores become a thing, and your men gain splash damage through cleave weapons. In short, positioning will have a much greater impact on success than any individual perk or weapon (spears do pitiful damage, despite landing attacks so often due to the +20% hitchance).
Hitting more/less is just the secondary byproduct of lagging in levels behind enemies.
Since most hostiles have overinflated stats, you need to 'put up with it' for a time.
Ergo, parity. Reached around level 8 or so.
P.S. Fast Adaptation is a waste of a perk on anything other than dedicated tanks (aside from some special instances and sub-builds I don't have room to list here). If you wanna know why, read my guide.