Battle Brothers

Battle Brothers

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How do you guys use 2-handers?
I see people talk about and use these a lot but I just don't get it... how in the world do you survive without a shield? Like I've seen them on the flanks and just on the line go in and kill stuff in videos but I feel if I did that they would be torn to shreds.

Is this something that only works late-game once you have like 300 armor?
if not, can somone explain as I would really like to try it out!
Last edited by See you Space Cowboy...; Mar 27, 2017 @ 6:06pm
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Showing 1-15 of 50 comments
Trapmaker Mar 27, 2017 @ 6:14pm 
You can do this easily once you hit 150/200 armor, You want to use two handers either in the middle of your formation and have them step out when the enemy is 1 square away to do a split and get stuck in, Or on the flanks, Having them get surrounded (If you're more defensively minded), Key perks are: Colossus-Reach advantage-Berserk-Underdog-Battle forged. Also never use axes, And if you can get them two handed swords are beast, If you get a war brand early dont be afraid to stick it on a brother and have him go to town (The warbrand is unique in that its probably the best 2h weapon against low armor/hp enemies since you can attack twice with it), Key stats i'd say are Health-MS-MD-Fatigue, Alternating between HP and MD depending on what sort of rolls you get, Fatigue can also be an issue so fortified mind might be something to get.
gazomierz Mar 27, 2017 @ 6:36pm 
Not all of that is true.

Axes are actually pretty great. I'm using guys with greataxe/longaxe combo all the time. Very effective and versatile warriors. You can round swing when needed, you can split, you can deal massive dmg (axes do double-hit). Axe mastery and quick hands required tho.

Swords are generally easier to use and work better in the formation. Axes have more versatility and dmg potential. Different weapons for different roles. And while I agree most of your guys should probably field swords, you really shouldn't neglect axes.

And most important, hammers. They're what actually makes 2handers the best option late game. As once you have decent hammerers in your team you can much easier control flow of engagements. Stagger is single most crucial effect to have in your arsenal late game. Without it doing gob/orc cities and such locations is just so much more painfull.

Perk-wise I'd say underdog and battle forged aren't really required. I mostly do without them. Both perks are ok, don't get me wrong. Its's just they're definietly not required for 2hander builds. Reach adventage+berk+weapon mastery is all that is really needed. I'd add KF to the mix, as it's just very easy to keep it going due to massive aoe and dmg potential with 2handers. Adrenaline also works well on 2handers, mostly for gobo and gheist fights. Besides that you can pretty much pick what you like and feel works best.
Last edited by gazomierz; Mar 27, 2017 @ 6:37pm
Trapmaker Mar 27, 2017 @ 6:47pm 
Axes are really not versatile at all, I'll agree the poleaxe is good on second liners (Archers particularly for clearing shields,) but they generally lack versatillity what with only having access to round swing and split man, Two handed swords have access to the 3 square cleave attack and the 2 reach split attack and a 1 square standard attack, Hammers are good but lack the versatillity and damage against medium and lightly armored targets that greatswords have.
gazomierz Mar 27, 2017 @ 7:04pm 
Axes are great dmg dealers, due to double hit and round swing which has biggest dmg potential of all possible actions in this game. They have very nice base stats. They can split shields much better than swords, especially with specialization. They're unique in that they have both 2hander and 2tiler (longaxe) in same mastery. Coupled with quick hands and clever usage makes them most versatile 2handers they are. You can keep KF going forever and you'll almost never miss opportunity to trigger berk. So axes are versatile. They just take time and effort to learn to use effectively.

Hammers do not lack versatility. Stagger itself is well enough justification for using them. They also have best ap values and that makes them very effective weapons to take down some late game enemies. They're specilized weapon for specific situations. At the same time still being very useful outside of their comfort zone, due to how good stagger is and aoe attack.

And you don't have to advocate swords to me. They should be core of your 2handers band, mostly due to their ability being most useful (of all 2handers) in tight formation. But without other weapons to complement them one would really be missing out a lot.

Edit:
And to answer the original question, as I somehow missed that in my first post. Using twohanders is basicly about pumping up melee d at lvlups, in combat it's about stacking reach adventage bonus and going crazy with aoe attacks. Sry :)
Last edited by gazomierz; Mar 27, 2017 @ 7:16pm
red255 Mar 27, 2017 @ 7:12pm 
Use scale armor. use reach advantage. use underdog. you should be fine.
It works really well if you have high melee defense, my 2h berserker pretty much dodges all his hits and tanks the rest since I give him the best armor. 2h works because it hits the enemy morale pretty hard, which gives your character even more of a chance to dodge incoming attacks.
Student > Colossus > Dodge > Axe or Sword Mastery > Reach Advantage > Berserk > Killing Frenzy > Whatever you want at this point
So basically it's something that only works really late game with amazing armor?
Roobanguy Mar 27, 2017 @ 7:28pm 
Yes, two-handers are only really viable for a high level mercenary who also has some stars in melee defense/attack. The loss of a shield hurts, but reach advantage with a greatsword and high melee defense and attack rating will let you get 40%-60% more dodge chance with a good split/cleave. Underdog and battleforged are basically a nessecity, and I also like to take Colossus. Sometimes an orc will get a lucky hit on you which sucks, but a combination of high armor and battleforged+Colossus will hopefully help keep the damage managable.
gazomierz Mar 27, 2017 @ 7:28pm 
Originally posted by See you Space Cowboy...:
So basically it's something that only works really late game with amazing armor?
Not really. You can pull it off even in early game. But one has to really know what he's doing. It's very risky before certain point, so playing ironman I would strngly advise against such approach. But it's doable.

As to at what point one should go for 2handers. It's much more about stats than perks and gear. You can do light armoured 2hander build, depending on combination of reach adventage stacking and dodge for defence.

Edit:
Also check out this thread:
http://steamcommunity.com/app/365360/discussions/0/135510393197789682/
This has been discussed extensively there. It's also full of other great tips and general observations.
Last edited by gazomierz; Mar 27, 2017 @ 7:35pm
Here's what I do: have your 2h user be a backliner (with a pitchfork or a pike) early on, as he accumulates in levels, you can upgrade him to a greataxe. I usually have my 3 star melee guys be backliners for a bit as they make great 2h users in the later stages. 2h is still a viable option early on, your starting companion with the lumberjack axe is a good starting unit for 2h usage. His melee skill is decently high and he gains a good amount of melee defense per levelup.
BrowneHawk Mar 27, 2017 @ 8:22pm 
My favorite 2 hander are the 2nd line ones. Billhooks and weapons like that. I give all my ranged 2 handers,
Wyrtt Mar 27, 2017 @ 9:19pm 
Originally posted by gazomierz:
Not all of that is true.

Axes are actually pretty great. I
Axes are THE LEASTversatile weapons in the game. They have only one skill roundswing and its useless, Its less accurate and requires to get sorounded by 4 people to make it worth.

Swords are on the other hand ARE versatile. very small dmg penalty is not important because of that.
You have 2 tile split - the best skill in the game, You have controled 3 tile aoe hit that can be used while you are in formation. Swords have + chance to hit

Axes have greater potentil. Potentil that is never used or leads to death. If you savescum it might worth it but reliability is more important on ironman
Whatever100500 Mar 27, 2017 @ 9:28pm 
2h axes exist solely for split man, which is the best single target attack. Roundswing is suicidal and shield splitting becomes marginal tactic lategame. If you find a good unique 2h axe, it's worth using, but I'd pass on generic ones.

2h hammers are peerless at destroying armor and have high armor penetration, but lack versatility of 2h sword split in exchange. Both are good options overall.

Billhooks may lack damage output and fatigue effectiveness of short 2handers, but being able to freely pick targets in radius 2 means they are much more reliable at triggering and exploiting berserk+killing frenzy.

Last edited by Whatever100500; Mar 27, 2017 @ 9:30pm
[DOH] Carob Mar 27, 2017 @ 11:29pm 
Usually I use two different build for 2 handed wielder:
The hunter - 2handed Axe, leather armor, Student, Pathfinder, Dodge, Axe m., Reach advantage, Footwork, Lone wolf (or Underdog), Overwhelm, Berserker, Nimble, Killing frenzy.
The middlefrontline - 2handed sword, heavy armor, Student, Executioner, Brawny, Anticipation, Sword m., Reach advantage, Footwork, Berserker, Head hunter, Battle forged, Killing frenzy.
All my archers have long range 2handed to fight skeleton.
Last edited by [DOH] Carob; Mar 27, 2017 @ 11:35pm
Muscarine Mar 27, 2017 @ 11:49pm 
You guys should really consider trying to fit the berserker chain in your party compositions, there's nothing better when it comes to burst down a shielded foe.
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Date Posted: Mar 27, 2017 @ 6:05pm
Posts: 50