Battle Brothers

Battle Brothers

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Justin_760 Jul 17, 2019 @ 4:20pm
OMG "Black Monolith" - how in the hell?
Ok Im going to tentatively say that this is probably not even possible on ironman/hardest difficulty. But Im struggling even on the easiest difficulty.

47 undead!? Heavily armored Honorguards,legionnairies with pikes, my armor and men got chewed through like a crumbly piece of toast. How the hell is this even possible?

Any sage advice, strategies, party compositions someone can recommend for this? What day should this be taken on, like super end game? Thanks!
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Showing 1-15 of 17 comments
Cerberus Jul 17, 2019 @ 6:58pm 
I just use some billmen and have the rest my men use shields that always works for me.
Daedamid Jul 17, 2019 @ 8:29pm 
It's one of the hardest fights in the game. I cleared it for the first time on a Lone wolf campaign. My back rank has low melee defence so I ran to the bottom left corner of the map to wall myself in. Necrosavants start chasing on round 3 so it gave me 1 extra round to deal with them before all the ancient undead were on me. I had a tank with the undead trophy stall in the north. Then I just slowly worked through the enemies with 2h weapons.

Range units are not good for this fight, but I didn't really have a choice. I made sure to have throwing mastery and duelist and 2 stacks of heavy throwing axes on them. The axes are great against them. Try to snipe the priests when you can.

I did this quite late around day 260 with good gear. I didn't lose anyone or take injuries, but the fight can snowball out of control fast.
Estieukua Jul 17, 2019 @ 9:06pm 
The Monolith is always the same 47 opponents, regardless of day or difficulty settings. I suppose that beginner combat difficulty adds +5 to your hit chances and deducts the same from enemy hit chances, but everything else is the same.

Unless you have ridiculously exceptional combat statistics, you won't be able to beat it by just charging in with a default formation consisting of a "frontline" and "backline", because eventually all of your troops will be within range of many ancient pikes with high accuracy and high armour effectiveness.

Shield-bearers are better able to evade pike attacks, but also they contribute a lot less damage, and you need most of your troops to be wielding weapons with both hands.

If you have four shield-users positioned on your front and rear flanks, with the rear shields placed three tiles behind the front ones (and half-a-tile to the outside of them), the enemy will gradually move around your formation so that the vast majority of them (both shields and pikes) are surrounding your shields. That will make it much easier for your 2-hander troops (clustered in the space between the shields) to make quick work of each small pocket of ancients that moves against the centre, prioritizing taking out the ancient pikes with AOE and/or 2-tile attacks. (Wiping out any necrosavants that engage the centre should also be a priority, of course.) After a while, there should be spaces for your 2-hander troops to gradually move out from the centre without being imperilled by pikes (or necrosavants or The Conqueror), and then they can pick-off the rest of the ancient pikes (who will remain in position to attack the shield-users) one or two at a time.
Whatever100500 Jul 17, 2019 @ 9:33pm 
One common recommendation is to use sacrifice tank to lead half of enemies into map corner and eventually die there (because surviving to the end is totally impossible for single bro).

Though if you have really good shieldwall + indomitable cycle tanks, you can do without that. Take spare shields on them - even 1 damage per attack can eventually destroy the shield.
turtle225 Jul 17, 2019 @ 9:45pm 
Some "pro" players can apparently clear it around day 100 but that's highly unrealistic for the vast majority of players. 200 is a more reasonable goal. It's not like there is a time limit though so you can wait as long as you need until you are ready.

Edit: Anyway, here's some tips in this thread, but please nobody post on it.

https://steamcommunity.com/app/365360/discussions/0/1796278072831074392/

Most of it is still applicable except that most of the bros I display used Quick Hands defense which was removed in WotN
Last edited by turtle225; Jul 17, 2019 @ 9:58pm
Justin_760 Jul 17, 2019 @ 11:19pm 
Originally posted by turtle225:
Some "pro" players can apparently clear it around day 100 but that's highly unrealistic for the vast majority of players. 200 is a more reasonable goal. It's not like there is a time limit though so you can wait as long as you need until you are ready.

Edit: Anyway, here's some tips in this thread, but please nobody post on it.

https://steamcommunity.com/app/365360/discussions/0/1796278072831074392/

Most of it is still applicable except that most of the bros I display used Quick Hands defense which was removed in WotN
Good God... You did black monolith with miners, caravan hands and other low tier backrounds? Thats pretty impressive. I assumed having all hedge knights/sellswords/swordmasters was basically a requirement. Good post!
UnluckyNoob Jul 18, 2019 @ 1:08am 
Monolith is not as hard as it seems. After watching day 95 monolith fight I finally decided to try it on my own. Totally unprepared party with the lack of damage, not suitable for monolith builds(all nimble, several bros do nothing after dealing with necrosavants) and a lot of tactical mistakes (first monolith ever). Still only one bro died(due to my mistakes) at day 113 with militia background.

I think with abusing dirty tricks(adrenaline combo, suicide tank) and all-BF party it should be viable around day 80 with militia or lone wolf starts.
lasteldar Jul 18, 2019 @ 1:22am 
Originally posted by turtle225:
Most of it is still applicable except that most of the bros I display used Quick Hands defense which was removed in WotN
Using trw potion on the first turns is not a good idea, "one step back" strategy with a line of hight armor pen wpn(brb hammers\maces) much more efficient it lets you crush right group much more faster.
Estieukua Jul 18, 2019 @ 6:32am 
Originally posted by Whatever100500:

Though if you have really good shieldwall + indomitable cycle tanks, you can do without that. Take spare shields on them - even 1 damage per attack can eventually destroy the shield.

I think that Riposte+Indomitable is more effective than Shieldwall+Indomitable, because a shieldwall doesn't increase defence enough to minimize enemy hit-chances (due to diminishing returns) and riposte allows the tanks to make a surprisingly valuable contribution to damage (even using standard noble swords against undead BF armour). Although riposte has a -10 penalty to hit-chance without mastery, Sword Mastery removes that penalty and also allows the standard +10 chance-to-hit of regular sword slashes, so that the difference in chance-to-hit is actually +20 with mastery and the tanks only need 65 melee skill to have a 50% chance to hit the unarmoured necrosavants (who tend to surround them in the early rounds of the fight, thus sparing the rest of your company). Although a shieldwall would make it a little harder for the necrosavants to hit the tanks, the necrosavants will remain alive and keep on attacking the tanks (and eventually hitting them) if they aren't counter-attacked.

Oh yes: and Shield Expert doesn't increase the durability of shields against blocked attacks, because it merely halves damage to a minimum of 1, and damage from blocked attacks is already at that minimum. So, with or without Shield Expert, a standard heater shield only needs to block 32 attacks before it breaks.
turtle225 Jul 18, 2019 @ 7:59am 
Originally posted by lasteldar:
Originally posted by turtle225:
Most of it is still applicable except that most of the bros I display used Quick Hands defense which was removed in WotN
Using trw potion on the first turns is not a good idea, "one step back" strategy with a line of hight armor pen wpn(brb hammers\maces) much more efficient it lets you crush right group much more faster.

At the time I was not aware of how vulnerable Ancient Dead ai was to that approach, but yes you are correct.

You can still throw your bombs and take a step back turn one and still be ready for turn 2 crush if you have Quick Hands or Duelist for the people that throw the bombs.
Tephros83 Jul 18, 2019 @ 11:48am 
Originally posted by Whatever100500:
One common recommendation is to use sacrifice tank to lead half of enemies into map corner and eventually die there (because surviving to the end is totally impossible for single bro).

Though if you have really good shieldwall + indomitable cycle tanks, you can do without that. Take spare shields on them - even 1 damage per attack can eventually destroy the shield.

It's definitely possible. Last time mine wasn't in trouble at all. Had the lightning sword though with recover-adrenaline riposte-indomitable. But yes it was the shield that was closest to going. And riposte can break the sword from so many counterattacks.
Last edited by Tephros83; Jul 18, 2019 @ 11:53am
usun Sep 30, 2020 @ 6:55am 
Here is my strategy, usually no casualties and not too difficult, all bros are veterans in good gear.

1) General battle plan:
Strategy: hold/stall northern enemy group till mid battle, kill necroes ASAP, clear eastern enemy group and turn north to finish the battle. That's the battle to use all your holy water flasks you hopefully kept. Ijirok armor will help a lot.
Turn 1: get in formation, throw grenades, holy water, acid flasks in front of east and south-east tanks #0, #1 (see detailed diagrams in the next section).
Turns 2-5: hold formation by tanks with shield walls on the east and wait all flasks and grenades to soften the enemy formation there. All attack units, still holding formation as much as possible, are focusing only necros. May be some quick hand bros can have couple of nets to help with clearing necros instead of bandage or smoke grenades.
Turns 6-10: hold north (you may need keeping boss there disarmed/stunned), attack and destroy eastern enemy group.
Turns: 11+: get out northern brothers who are probably almost dead at this point (smoke grenades, rotate if got stamina across ranks), flank and finish off main nothern group with priests.
Potions tip: mandatory potions mentioned in the following section about tactics, per unit; if you can, get everybody 2nd wind potion, or at least your multiple-attack dudes and tanks; tanks with potion ignoring temp injuries will help; northern half of your brothers will benefit from +20 resolve potions. If you are not save-scumming, you'll get your whole squad sick, so you have to wait 1-3 days (start your potions taking right before mid-day, before money are taken for daily wages) and avoid any fights, so you get all your company neutral morale start. You can take these potions prior long travel to monolith, if you are confident you can avoid all battles on the road, which will make your road even longer. You may consider potions to improve morale just before battle, for those attackers who will be dealing with necroes.

2) Detailed tactics:
North <-> South orientation in diagrams below. North contains multiple priests and main assult vector against you, so put on that half highest MDEF and resolve brothers to hold/stall it.

Start of turn #1 (initial deployment):
- T 6 0 7 1 -
2 4 8 9 5 B 3
- - - - - - -
- - - - - - -

End of turn #1:
- T - 0 - 1 -
- 4 6 7 5 - -
- 2 - B - 3 -
- - 8 9 - - -

T: super tank; highest MDEF and resolve; shield spec, colossus and steel brow; 2nd wind potion, +20 resolve potion (or undead trophy), ignore temp injuries potion (optionally); no weapon, 1 piece of Ijirok armor to compensate indefinetely for priest vapors, kraken or legendary shield in the bag, bandage in the bag, holy water in offhand.
Throw holy water in front in the end of turn 1 and get shield from bag. From turn 2 till the end of the battle it will do nothing except shieldwalling and sometime recover.

0, 1: normal or weaker tanks; bandage or smoke grenade in bag, shield in bag, holy water or acid flask in offhand; throw holy water or flask in front in the end of turn 1 and get shield from bag. First 4-6 turns just shield wall and do nothing, then after necros are cleared push forward (east direction) with freed up attack force and gradually turn/flank towards north to clear/distract main force late battle. Can rotate out almost dead northern bros who where holding the assault first half of the battle.

2: either strongest MDEF 2-hander with high resolve or tank with good attack; bandage and smoke grenade in bags, second piece of Ijirok armor to compensate indefinetely for priest vapors. In the end of turn 1 get into position, it needs attack capability to help clear necros first 3-4 turns and then it will be holding main attack force till mid battle, usually it is the most likely bro to die if pushed off that position, so need to have ability to get him out to safety mid battle.

3: normal 2-hander; end of turn 1 gets into position; first 2-5 turns will be likely assaulted by necros and will be dealing with them a lot,

4: 2-hander with great sword; high health and resolve; 2nd wind potion; smoke grenade in bag, sword in bag, fire grenade offhand; throw fire grenade in front of tank 0 (center), get sword in hand; you will be standing there till mid battle doing 2-tile strikes on 2 vectors and suffering priest vapors a lot; you may need to get him out mid-battle with smoke grenade.

5: 2-hander with great sword; 2nd wind potion (optional); bandage in bag, sword in bag, fire grenade offhand; throw fire grenade in front of tank 1 (south-east), get sword in hand; it will be doing 2-tile strikes a bit, but will be much more mobile, it will help clear out necros first several turns and then will push east and loop around north second half of battle.

6,7: lowest defense, high attack oriented bros (2-tile reach weapons or/and quick hands, can be cleaver specked to disarm); secondary weapon in bag/bandage or smoke grenade if got space, primary weapon in bag, holy water or acid flask in offhand; throw holy water or flask in front in the end of turn 1, get in position, get out primary (reach) weapon if got quick hands. First turns help clear out necros (reach will help), then join push east and second half of battle turn north and support final fight there, disarming or reach-stunning boss will help a lot.

8,9: high defense, high attack 2-handers or duelists, their primary purpose is to attract and kill necros as soon a possible first 2-4 turns. Then they can either help push east or reinforce hold or north till mid battle. Can have in bags bandage, smoke grenade to help survive northern brothers holding the wave or fire grenade to throw mid battle there to soften northern enemy cluster before final push north. My personal fav build for these is neutral stam bros (I don't level up stam and just rely on quick hands + 2 hander weapon + reach weapon, I just need to have 15 stams to work with really for weapons like great axe/long axe, hammer/long hammer with weapon spec + path finder) - this way I can get cheaper high attack/high def bros in heavy armor without regard to stam, specializing in 1 hit weapons and defense perks like steel brow, as I don't need berserk. Plus with quick hands and reach weapon I can easily support without moving much and can hold formation.

B: bannerman to help withstanding priest fear attacks, support with reach weapon to help killing necros, I advise him to have quick hands + cleaver spec to get disarm going against both and may be necros (5 action points) and have ability either to return back banner or run one more attack to finish off necros after 9 lives is popped.

chandl34 Sep 30, 2020 @ 8:19am 
You can trivialize the fight, if you saved up holy water. Get a monk early for events, and you should have plenty by the time you're ready to fight the monolith.

I tried this for the first time in my last run. I had 7 potions, all on my front line. Threw them at the start of the fight and then retreated to the map edge. By the time we got there, the fight had turned into a regular ancient undead fight + some necrosavants.
Last edited by chandl34; Sep 30, 2020 @ 8:30am
ridenation Sep 30, 2020 @ 8:31am 
Just did the fight had everyone pop mushrooms slaughterd it off in a few turns no losses 7 2 hander front 5 polerarm back everyone lvl 14-15
Tlewnipla Sep 30, 2020 @ 9:01am 
Originally posted by turtle225:
Some "pro" players can apparently clear it around day 100 but that's highly unrealistic for the vast majority of players. 200 is a more reasonable goal. It's not like there is a time limit though so you can wait as long as you need until you are ready.

Edit: Anyway, here's some tips in this thread, but please nobody post on it.

https://steamcommunity.com/app/365360/discussions/0/1796278072831074392/

Most of it is still applicable except that most of the bros I display used Quick Hands defense which was removed in WotN

There is a streamer that did the Monolith on day 45. Can be found on YouTube...
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Date Posted: Jul 17, 2019 @ 4:20pm
Posts: 17