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The idea is to have only top tier units
Missed this. Thanks.
That may be the ultimate goal, but there is no need for me to cripple my early game by adhering to such an arbitrary restriction.
I just kept one or two cheap ill equipped brothers in each fight together with the hedge knight until he reached level 7, replacing them when they were killed, then started slowly building up the company. I see no reason to rush leveling the hedge knight by taking risks.
Even with that conservative approach, he hit level 11 by day 29 (167 kills) at which time he was accompanied by 5 brothers of lowborn origins slowly leveling and being replaced as needed or when killed.
Then I started building up to a full company of 12 using one open spot to test recruits, and whenever I found somebody with better stats than one of my 10 I replaced that guy and left the old for the open slot/firing when next looking for recruits.
By day 50 my knight was level 12 and roughly half his band was level 7-8 (the survivors of the early levels, all of them with gifted, and all of whom will be replaced in time), the other levels 4-5, and I'd gotten my first true quality recruit: a second hedge knight with iron lungs and stars in melee attack.
For what it is worth, I made my PC knight a Bardiche user rather than sticking to swords and am happy I did.
The ability to do either Split or Split Man as the situation demands is awesome, and since the PC is a point-failure I use him in the center of the formation rather than on the flanks to avoid the risk of him being swarmed, so the loss of the sword Sweep doesn't hurt much.
Using seed VKBYRFAAGB which gives iron lung + dexterous and awesome starting stats, the level 11 stats including Colossus were 95 HP, 143 FAT, 57 RES, 106 MA, 35 MD, and my perk choices were Colossus -> Student -> Recover -> Axe Specialization -> Underdog -> Battle Forged, Indomitable -> Berserk -> Killing Frenzy -> Reach Advantage + Pathfinder
No Footwork/Rotation: If he's in trouble he hunkers down with indomitable and another brother rotates him out.
No Brawny: Between max high fatigue, iron lung and using Bardiche rather than Great Sword (so less AOE) I didn't really need that extra fatigue.
He's a bit low on resolve and Fortified Mind or Gifted (MA/MD/Res) were considered instead of Pathfinder, but I do so love the fatigue/AP savings of Pathfinder in general and this map has a lot of forests and mountains.
I give every brother Colossus and aim at having 90-100 hitpoints after a few levels; Whether intended for Battle Forged or Nimble, everybody must be healthy since injuries can seriously slow down the band's progress when I have no reserves, so preventing injuries is a must and high hitpoints accomplish that. (I also give every brother Pathfinder. Nobody gets bogged down.)
Day, level, and Perks? And how many support guys are you running?
Isn't "soloing" to level 11 even more difficult?
Also, how are you building your characters?
That's pretty nuts - stat-wise. I still elected not to play the map you recommended, because you said the map itself was subpar.
On specific Perks, my three questions on your choices are:
1. Is Recover really necessary when you have so much Fatigue?
2. Is Reach Advantage - especially post-nerf a while ago - useful on a guy who will at max hit 2 targets and more likely 1 without a some sort of "round" attack?
3. Would you put Colossus even on archers?
About the new recruits, I stick to 2 handed weapons and avoid ranged opponents. Your low number of brothers is thus balanced with hitting a few units with each BB.
With 4 brothers I got 3 of them with 2 handed weapons - 2 with swords 1 with hammer. The forth one is currently a cultist with a shield and a 1h mace whom I will fire the moment he converts someone else to cultist.
The 2 handers have the following perks - student/colossus/brawny/weapon spec/fortified mind/berserk/killing frenzy/underdog/battle forged/footwork + recover for bros w/o iron lungs, gifted or perk of choice for bros with iron lungs and good fatigue. (not in that order ofc, but too lazy to check up the order)
The shield bro has similar tanky talents but rotate instead of footwork. He rorates the heavy hitters and shield walls whenever needed. Also you can use him as a portable wall vs ranged oponents.
The key for footwork and 2h - you need it to position for the massive 2/3 enemy hit attacks, so perfect fatigue is a must to keep this a few rounds in succession, especially after you get berserk (basically 2 attacks most rounds).Keep your group in a diamond shape always close to each other, pick elevation spots and you are set. Also try to take on only human fights. Run away from orcs and undead with necro. Orcs will stun lock you and undead will tire you to death since it will be hard to reach the necro. Get dogs for those bandit poachers/marksmen
But if one wants a map with an awesome hedge knight, and some good trade goods (even found gems, which I hadn't noticed first I looked), and a map that overall works though nowhere near as easily as top maps, it is pretty darn awesome. Pathfinder strongly recommended.
To your questions:
1) In all likelihood not. I've only found myself using it once (or was it twice?) so far, and none of the times were in situations where it would have crippled my control of the battle not to have the option. On the other hand, I haven't had many ancient dead fights yet and those tend to drag out.
Since this character is a point failure for the game, I decided to play it safe, so to speak. It is entirely possible I'll end up deciding I should have picked something else.
On thing to note: I do have a banner sergeant with the banner out at the start of all fights, so the hedge knight starts out around 70 resolve in battles rather than 57.
2) Yes, it is useful. 45 MD is much, much, better than 35 MD against most dangerous enemies. (And 55 MD for those situations where I can do 2 splits in a row because the first split killed somebody is positively awesome. Yes, MD suffers from diminishing returns at high values, but it still matters a lot)
3) Probably yes. So far I'm all melee, with hybrid crossbow/polearm providing ranged firepower and encouraging enemies to advance.
I don't have any dedicated archers yet and won't get any until and unless I find an awesome hunter with 2-3 stars in RA and otherwise excellent stats, but when I do, I think I'll still spare a perk for the hitpoints. Nimble will do a lot to prevent injuries even with a medium HP brother, so I guess I could do without, but better safe than sorry. Having a larger hitpoint buffer doesn't only help survival in battles starting from full hitpoints, after all - the larger buffer also helps reduce the risks when fighting multiple fights in succession without time to heal to full.
I am thinking it would be nice to be able to camp the caravan when we want to cause in real life caravans stopped at night for camping for people to rest and heal and enjoy the campfire under the stars.
The 2 handers have the following perks - student/colossus/brawny/weapon spec/fortified mind/berserk/killing frenzy/underdog/battle forged/footwork + recover for bros w/o iron lungs, gifted or perk of choice for bros with iron lungs and good fatigue. (not in that order ofc, but too lazy to check up the order)....
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Why fire the Cultist? I thought several original Cultists are needed for at least one of the Davkul Events?
On the 2-handers: It looks like you are going the path I am going almost precisely.
Also, can you give the Background and the rough raw stats for the 2H characters you would make permanent members? I want to get an idea of what I will have to "settle for" - given that I am having extreme difficulty finding good recruits.
Thanks for the comprehensive reply!
On Reach Advantage: Hmm, good point; I suppose it depends on how long you plan to campaign though. And I expect I won't be tackling the tough stuff till level 20-plus, LOL. So I feel less of a need.
(Yes, I am a ImzFrozen disciple, LOL!)
On ranged and Colossus: I am going use both hybrid crossbows and true archers - and use Colossus only on the hybrids - though ImzFrozen's videos have given me ideas of hybridizing archers in the way you plan as well (but that build seems to come alive only after post-20, since you need so many stats).
One more question, the same one I asked filipov:
With your roster being restricted 12, what kind of recruits would satisfy you for permanent 2H spots (I care less about 1H shield guys, and I have some ideas regarding what ranged guys would need). Like, general Fatigue, Melee Attack, Melee Defense - and other key stat range? And what Backgrounds are you fishing mostly?
Yeah, caravans are iffy propositions in the early game due to potential dangers. And the payout is not really worth it for me except to fish for those named items ("well-supplied" towns often have restocked gear that are named).
In general I'd consider only hedges with at least average rolls or sellswords/squires/wildmen with extremely good rolls/traits. Hedges are the best because of their good hp/fatigue rolls. You aim for stars in melee attack/fatigue and as a bonus in melee defence.
Check this up for the average rolls:
https://battlebrothers.fandom.com/wiki/Character_Backgrounds
Also here is a good seed with Iron lungs + Tough Lone Wolf start. The town positioning kinda sucks but the initial brother is pretty good.
BRMVNKVYZW
Okay, then your recruiting pool is similar to mine - except that I never ever recruit Sellswords due to their escalating wage demands. Since I plan on going strong level 20-past, I don't want one guy demanding more salary than the rest of the team! ;)
Thanks for the seed. But as you say, the town positioning is really bad :(