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Also i don't mean to sound rude but considering your gear and the amount of Raiders (which represent no threat at all late game) on your screenshots, it's fair to say it's late game and this was an easy battle. Raiders are only a threat early game.
I'd have steamrolled through that, pathfinder or not.
Plus i can't help but noticed you attacked during the day. Just, why ? I mean you realize yourself armor damage is expensive, but you take on 7 marksmen during the day when you have the option to wait for nightime.
I still don't understand why you're so adamant explaining it's a mendatory skill, like people do with student and gifted. It's just not.
I've tried many early game picks, pathfinder being one, but there are simply other as much valuable options.
Which ones?
http://steamcommunity.com/app/365360/discussions/0/144512942754868588/
First, i think it's a bad idea to get the same starter perks on all your units, early on i believe it's important to chose the proper starter kit depending on what recruit you get. Also why i keep repeating there are only very, very few bad recruits.
Since you're talking level 4 (student > gifted > pathfinder), i would recommend fast adaptation > crippling strikes > backstabber.
When you think about it, one miss gets you a 2-3 levels worth of melee buff, each surround gets you 2-3 levels of melee buff per adjacent unit and twice that with backstabber.
Crippling strikes helps secure extremely potent debuffs especially for hitchance weapons, a single pierced hand or cut arm for example and it's gg.
This set up i find invaluable for anyone starting with average melee skill and 0 or 1 star.
More naturally capable recruits get colossus > gifted > underdog, for example.
The only unit type where i find pathfinder almost mendatory are polearm users because they need to reposition very often.
edit - also i think it's kinda reductive to only talk about perks, because these are only part of an overall player specific strategy. Also why there are many possibilities, as long as there's planning, synergie and applied tactics.
Usually I use shieldwall to protect myself and let the enemy come, but maybe a more active engagement with single targets could be better if possible. With shieldwall you can only atack once, meaning a +5 bonus from gifted would be superior to the fast adaptation.
Backstaber also, and specially good for pitchfork and polearm users.
Cripling strikes could also be very good, since injuries heavily limit oponents defense and atack ratings.
Interesting stuff to think about. Specially if these offer more or less benefits than pathfinder.
There are a few really underperforming perks but overall much more options and fine tuning possibilities than what we had with the old perk tree.
Btw, i personally rarely use shieldwall but this is a really good point
Half of the battle is getting yourself good terrain. and if you fight in plains than perk just doesnt work.
I wouldn't call it mandatory, but it's very powerful not because of it bringing a huge power spike in a specific situation, as most perks do, but rather because it provides a small buff to almost all situations.
But that's a pretty big if.