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
I thought chosen is very common as they emerge from day 30 and come with huge amount.
Yes, only super warrior can do the task, they have amazingly 75 melee attack, not really doable. And an actual problem is if they got a 5% and daze your shield tank, you get -33% fatigue and intiative and you cant do anything but wait for death coming.
Yes, you got the point, 0AP wait turn without penalty is one the essetial factor that it becomes too OP. But, I dont know, it's there fighting style and I dont really care if they can wait turn with 0AP left, just dont give them that much perks and problem solved, such like resilience, quick hand and roatiaon, these perks combo and make them immune to any tactic.
Only 2death is a very good result for you team gear, I dont know your stats, so it's not proper to say "strength".
I dont know how you manage to do that, I dont see any spear(at least currently I think spear wall is the only way to counter them, although not very useful), and battle last for 11turns. In our commonly accepted concept, a balanced combat should be ended within 8-9turns, much more than that means whether you lack damage or you use "unbeatable" tank to successfully attrack fire .
And back to the topic, counter to barbarian.
Stunning and disarm you say is the counter method. And I have already explained very detailed in this tread, they can be immune to negative effect whatever they want. If they are stuned, that's whether AI problem or you take risk to try to stun them in the end of the turn.
Barbarian can be very easy or totally impossible to win, because of AI, sometimes they dont wait and dont use adrenaline at all.
But, this trick they often use, they stop 1 tile from you with 9AP reserved, what can you do??
In this situation you have 2 method,
1. walk up to him and stun him after you both wait turn(and you are required to be slower than him)
2. hook him close to you and stun/disarm him, this also require you are slower than him. Or you also use adrenaline and you are faster next round(they have isanely high initaitve, this is nearly impossible)
And OK, since they have 15 defense and underdog, how are you expecting to stun him, 70% chance or even 60% chance, and how can you cope with 4 even more barbarian in front of you with this small trick?
Stunning must indeed be done at the end of the turn if they wait. It's not ideal but it's still effective. And they do not always wait.
Yep, this is the worst scenario. I had many characters with Quick Hands so in that case I would usually attack with a polearm and go back one tile.
Whip guys have both cleaver and throwing.
How do you fight barbarians? Spearwall, turtle and range them down along with staff slings at non 2-3 range to get some dazes off. One guy keeps staff slinging pretty much the whole fight and he is legit useful.
The barbarians, do not know what to do against this. At all. They trickle in cuz their initiative is all out of whack and people are daze and hurt and guys that do move forward get killed cuz they are alone or repelled by spearwalls and further pummeled by rocks and their fancy throwing weapons used against them. Oh and whips throwing on mega bleed stacks on wounded guys who's armor broke or disarming the baddie with the big weapon who DID make it to your line. Can't have that.
Then at a certain point you are feeling good on your situation, you break formation and swarm whoever is left.
I was serious, peasant army, throwing specialists w/ staff slings ruin barbarians. Yeah they are supported by a solid line of low background bros with specialized roles.
How do you slay barbarians? You don't play their game of glorious open field combat. You form up a shield wall, hold it, and destroy them with discipline and overwhelming fire. And when they break you slaughter them.
Well, as mentioned before they only have human-level durability so: smash them with the new heavy throwing weapons/improved crossbows.
Since they have 9 AP that means they ended their previous turn in the same spot, 2 full rounds of potshots. Evil laughter optional.
I also do not find being slower a problem(heavy armor/weapons+no ini means you are golden with no effort :)), in that case casually walk up to them and bonk them with 2-handed mace.
Daze debuff is already very strong and it also does ~a million damage, but 1h mace stun/whip disarm also work. Dunno why would you hook, it wastes a perfectly good action that could be used to just hit them after 1 step.
They are certainly strong, but IMO they are meant to be a challenge even for later game and they are decent at that. Early on their numbers could be reduced, running into them without scouting can be a nasty surprise.
If you attack them at day 20 with melee/initiative spam you'll have a harder time ofc. PEBCAK
Wait, what are these "ranged weapons" you speak of?
The correct way to play is melee+night attacks only :)
This exactly. Spear wall and ranged (throwing) weapons. The Barbarians hit hard but they are soft - crossbows do wonders. Once they start wavering break formation and swarm them.
Things you bust out for the lulz.
I've never thought of staff sling and I wont gonna try it. :)
Snipe them with range is not very doable unless you have at least 100 ranged skill. They have range defense ability like goblin, that's very clear.
I like the comments about xbows and throwing weps.
In my Beast Slayers campaign, I found that polearm spam combined with a frontline of spears dealt with a lot of barbs pretty well. Basically, I found that I wanted to keep them at arm's length as much as possible. Ranged attacks of any kind tend to be tough vs. them due to Anticipation (and Dodge on reavers), but I bet polearms are pretty consistent.
Anyway, inspired by Abel's comment on injuries, I've started a new Northern Raiders run focused on injuries. We'll see how this does versus both barbs and early mercs / nobles (I know these builds do great against the latter). My idea is polearm spam for injuries followed up by an Executioner frontline that tries to get one-turn kills...
Exciting times with this new faction in the game!
Yes, chosen tend to stay far away so anticipation helps them a lot.
I'll spell it out for you: throwing weapons get a +30 base to hit, crossbows +15.
Both will hit easily close up and chosen are SPECIFICALLY their best case: beefy guy with heavyish armor that their piercing can still injure through.
This is what I have been doing. I also have 2 Spiked Impalers for crowd control for anyone who survives engaging with the main line.
Got around to training some backliners, polearm QH into whips kind of feels like cheating.
Backliner isn't starved for perks so 1 in cleaver mastery is easy.
New crossbows also work reasonably well for 1 perk+smallish ranged attack investment, but got nothing on whips.