Battle Brothers

Battle Brothers

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Taerdin Mar 24, 2019 @ 7:42am
Company Composition Advice
I'm thinking about doing 5 backline 7 frontline in my standard lineup. Based on what I've read eventually I will want mainly 2H users, so I was thinking 4 2H and 3 shield users in the front line, and 2 archers 2 polearms 1 sergeant in the back line. Please give me your feedback on:

1. Is this a reasonable formation for a newbie to conquer the game with? If not, what is?
2. Ideally what exact mix of weapons should my frontline be using in your opinion? (axe/sword/mace/hammer/etc)
3. Are dedicated polearms good? Should I build hybrids instead? What alternate weapons should they have (if any)?
4. Are duelists worth it? Most of what I've read seems to imply they die too easily
5. WTF is a blueberry hunter and do I need one?

I really enjoy this game, but I feel like there is a lot of knowledge I'm missing out on and researching gives me so many varied answers (some of which might be based on older versions of the game) and I find it hard to figure out what I think is best for me. Thanks for any help you can provide.
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Showing 1-15 of 34 comments
CHOO CHOO Mar 24, 2019 @ 8:09am 
1. You'll either be a newbie or you'll conquer the game. Both seems unlikely. Other than that, sure, can work.
2. Axes for everyone.
3. Polearms in general are relatively weak, but useful in some cases. Not bad weapons as such, but also not the min-maxer's choice.
4. Can be very powerful, but are generally a more risky option. Unreliable.
5. No idea.
Kill'em ALL Mar 24, 2019 @ 9:16am 
1. There are many great builds and many different things can work if you know what you're doing BUT the easiest to play, most reliable formation that I have found so far is a simple 6 frontline and 6 backline that you play defensively, staying in formation and waiting for the enemy to come to you while pelting him with a lot of projectiles.

Frontliners all start out with 1-handed weapons and shields and at the early stages make extensive use of spearwall to soften enemy before engagement (you basically allow the to tire and wound themselves on your spears). As you progress you move to better weapons and designate 2 on the flank for "tanks" that are there to tie the enemy down and not die, build them defensively and keep the shields. 4 in the middle keep a 2-handed weapons in inventory and break them out when it is beneficial to do so - basically you keep the shields on them to weather the initial hail of projectiles and first round of melee, then drop them.
Backline is 4 dedicated archers (not crossbowmen) in the middle and 2 crossbow/melee hybrids on flanks. Archers are mostly built for damage, if they have half decent melee stats you can keep 2-tile reach weapons in the inventory (poleaxes always work nicely as they'll never miss the shield split attack) but it's not really necessary as they can shoot into melee safely if they stay directly behind your frontline.
2 hybrids on flanks of back line are bait for the AI, they are mostly melee-oriented and clad in heavy armor but start battle with crossbows in their hands - AI will try to get to CQC with them and when they are engaged in melee they switch weapons for AoE 2-handers and go to town - they're in prime position to use 2-handed swords and hammers.

Not the most inspired tactic but works against almost everything without the need to micro-manage your team and equipment before every battle, therefore a good starting point.

2. Ideally you don't mind micro-managing your team and carry both hammers and cleavers - hammers are the best against armor and cleavers are the best against HP, so you can switch your tools when needed. It can be a tad of a hassle, though so axes are definitely the most universal and overall effective choice for 1-handed weapons while swords are usually the best for 2-handed users.
I definitely recommend giving 2 people mace mastery and putting them somewhere around flanks as the almost-guaranteed stun is pretty priceless - 1 bro can deprive AI of 4 attacks and it works against most enemies (even undead).

3. I see little reason for dedicated polearms as they don't really excel at anything compared to other options (maybe with the exception of not having to move as much, but if you go for bows you can stay stationary for the whole battle), mostly useful for ganging up on last surrounded enemies - others swear by them though so it's a matter of choice.
When I go for polearms it's for backline crossbow hybrids as they are less stat-intensive than frontline and therefore don't get spread too thin. If you build a hybrid be aware that you won't be as good at either melee nor ranged as a specialist so pick one that you want to dominate and focus on that while treating the second as backup.
Also I don't think that you can justify not taking quick hands on hybrids, versatility is their raison d'etre.
Usually I go for crossbow/2 handed weapon (usually sword)/throwing net set if I forego Bags and Belts - you're really hungry for perks on a hybrid build so it's often the case and with such a set you can contribute really nicely at every stage of battle

4. They are very effective and fun to use when you manage to pull it off but you need and ideal recruit to really make them work and they don't really offer anything that a "standard" brother can't do while sacrificing a lot. You can safely skip them until you are more experienced with the game.

5. Are you sure you didn't get it mixed with something from another franchise? Sounds like it might refer to Tau from Warhammer 40K...
turtle225 Mar 24, 2019 @ 9:25am 
1. Asking "is this formation good for the game" is a bit odd because it implies you aren't adjusting it to counter specific enemies. It isn't a bad formation usually, but it isn't a catch all solution.

Against Brigands and Humans sure it works fine, but against Goblins you will want more range units, 6 if you can find the talent. Against Ancient Dead you want 0 range units. Against zombies you want 1 archer to snipe the necro and the rest melee or polearm. Against Orcs the number of archers you want depends on how many Warriors you are fighting etc etc. Certain weapon types do better against certain enemies so it is in your interest to tweak your lineup for every battle.

2. Depends heavily on where you are in the game and what you are fighting. Axes have the highest damage but no accuracy bonus and high fatigue cost making them more demanding on the talent of the brother. Hammers are great against heavily armored enemies like Warriors but don't have an accuracy bonus. Spears are the weakest but have a +20 accuracy making them great in the early game. And Spearwall can be great against Zombies and Orcs. Swords have +10 accuracy and are a bit stronger than spears but do poorly against armor. Flails ignore shields so +15 accuracy usually and can aim straight for the head which is great against the sometimes poorly equipped human enemies. Maces can stun which is great for controlling dangerous enemies while the rest of your team kills things so they can come help. I would say you definitely want one Mace guy but the rest are optional. Higher skilled guys (80+) can more reasonably take up an axe or hammer. Lower than that you probably want a Flail or Sword.

3. Polearms got a huge buff in the dlc and are quite good now. I usually build 2 or 3 brothers in the company as dedicated polearms. I'll build two hybrids if I find the talent but it isn't easy to find. Polearms don't need a backup weapon unless you are doing a Polearm/Duelist combo. You'll want a shield and Quick Hands for defense though. With Polemastery and Quick Hands you can have the shield up at the start of your turn, switch to the Pole and attack and switch back to the shield as long as you don't move. The shield also solves enemy xbow problems.

4. Duelists don't inherently die easier than anybody else. If you build the Duelist with the same defensive core as a 2h then they will have similar survivability. They aren't a necessary build since 2h is usually better, but they can be fun and they make better use of Famed 1h weapons you find than other guys would. A Duelist with a good weapon will shred Ancient Dead. I usually build 1 or 2 Duelists.

5. It is a dedicated anti-geist build. It is not necessary.
WarWise Mar 24, 2019 @ 10:31am 
As you have seen above, there is a ton of information about the right team. Each weapon has specific characteristics, so you should choose them acording to your bros and your enemies.
1. Spear: Plus 20 to hit, which makes it god for bros with low melee skill. Average against health, poor against armor. You should equip your noobs with this and them move to better weapons as they become better.
2. Swords: Plus 10 to hit, which also make it good for noobs. Great against enemies without armor. Takes less fatigue to use. But bad against armor. So swords and spears are great against werewolves, orc young, unarmored zombies, thugs and other enemies with low armor.
3. Cleavers: Great against unarmored enemies because they are great against health, but bad against armor. As said above, the perfect combination would be hammers for armor and cleavers for health.
4. Axes: Good against both health and armor, and the shield splitting skill is quite usefull. The most balanced weapon.
5. Flails: Bypass shield defenses, is average against both health and armor. Can hit head specificaly, so its great for enemies without head armor. Takes a lot of fatigue to use properly.
6. Maces: Great against armor, average against health. Takes a lot of fatigue to use. The Stun ability is amazing, because it can save your bros and disable a dangerous foe.
7. Hammers: Amazing against armor, bad against health. Great to destroy armor, but you should change to a better weapon to destroy health.

If you are an amazing player and really go toward the best combination you would have bros with high initiative using hammers or maces to either destroy armor or stun the enemy and bros with lower initiative so by the time they are going to act the enemy armor is already destroyed. Switching weapons acordingly to the enemy type is also extremely helpfull.
McGrits Mar 24, 2019 @ 4:04pm 
There is no correct formation or build. The flexibility in this game is great. In a difference to the above but similar to what you asked, I do a 6-6 formation. The one part of the backline that extends out, I treat as a front line bro, essentially giving me an offset 7-5 formation. This formation allows for a bend in the upper portion so that you don't have to use dedicated bait brother for the black monolith. I get by with 2 to 3 archers and a sergaent. One backline bro is the 2h axe bro. Usually I have a second 2h axe bro but the polearm bro now can match in the protected spot, while the axe bro takes the open backline spot

As for weapons on the front line, the mace is hard to beat in its crowd control capability. it has good damage but the stun is awesome. I nice fatigue plus iron lung bro that doesn't have the defense to 2h (and no shield) cries out for the orc cleaver. You don't even need to make a duel bro, just hack away with a named orc cleaver and be happy. Those early bros that just do not get the melee attack can do well well with a named sword. Your starting bro without the melee bonus makes for a good sword bro.

A dedicated polearm bro can be rather deadly. If any bro is a pathfinder bro, this is him since the weapon perk gives AP and you want to maximise the advantage. (note, all bros are pathfinder bros but some people disagree, which is ok).

Duelist builds, specifically the flail bro or an orc cleaver bro can work. You may give up a rotation or other perk to get them and that is a tradeoff that you will need to judge for yourself.

For geists, a good sergaent is all you need. when you get the undead trophy, you get a bro that can hold an edge of your formation with good success.
Cid Mar 24, 2019 @ 5:00pm 
Originally posted by Taerdin:
I'm thinking about doing 5 backline 7 frontline in my standard lineup. Based on what I've read eventually I will want mainly 2H users, so I was thinking 4 2H and 3 shield users in the front line, and 2 archers 2 polearms 1 sergeant in the back line. Please give me your feedback on:

1. Is this a reasonable formation for a newbie to conquer the game with? If not, what is?
2. Ideally what exact mix of weapons should my frontline be using in your opinion? (axe/sword/mace/hammer/etc)
3. Are dedicated polearms good? Should I build hybrids instead? What alternate weapons should they have (if any)?
4. Are duelists worth it? Most of what I've read seems to imply they die too easily
5. WTF is a blueberry hunter and do I need one?

I really enjoy this game, but I feel like there is a lot of knowledge I'm missing out on and researching gives me so many varied answers (some of which might be based on older versions of the game) and I find it hard to figure out what I think is best for me. Thanks for any help you can provide.

1. Any formation can work in this game. Some make the game more challenging, others make it much much easier so it depends on what kind of challenge you want for the game. That said, your formation looks fine. You're shield users can double as 2H users also if you spec them all with Quick hands and Bags and Belts.

2. There's no real ideal mix. I like to spec each merc for a different weapon early in the game that way later on if I get a famed weapon, I'll have someone who can use it. My lower matk mercs get sword/flail/spear spec. My higher matk mercs get cleaver,axe,hammer,mace spec. I'll usually have 2-3 polearm/xbow hybrids and 1-2 dedicated bow archers for my rear line.

3. I like hybrids because of their versatility. Some fights you will need a lot of ranged, others you won't need any. That said I use xbow/polearm hybrids. You can also make bow archer/sword duelist hybrids. Because of their high INI, they can be deadly in both roles and there will be times like when you're fighting ancient dead where you bow becomes useless. Give them bags and belts, a sword, an extra quiver, and 2 nets and they are amazing.

4. Yes they are very worth it. I try to have at least 2 in the company at all times. They only die easily if you don't spec them right or if you try to go all hero with them and take on 3+ enemies at once. When you get a recruit with high INI and stars in INI, health, matk, that's your duelist. He acts primarily as a flanker/debuffer by throwing nets and overpower on your enemies at the flanks. Just be careful to not engage them vs more than one enemy at a time and they'll be fine. If they get in trouble just throw a net and use disengage to get away.

5. As others have mentioned, it's a guy who's strong vs geists because of high resolve. You don't really need one as long as you have a strong sergeant. I've never needed one.
Last edited by Cid; Mar 24, 2019 @ 5:26pm
Taerdin Mar 24, 2019 @ 5:29pm 
Originally posted by Cid:
3. I like hybrids because of their versatility. Some fights you will need a lot of ranged, others you won't need any. That said I use xbow/polearm hybrids. You can also make bow archer/sword duelist hybrids. Because of their high INI, they can be deadly in both roles and there will be times like when you're fighting ancient dead where you bow becomes useless. Give them bags and belts, a sword, an extra quiver, and 2 nets and they are amazing.

Just curious, on your xbow/polearm hybrids which weapon masteries would you take if any. Thank you for all the helpful information :)
Cid Mar 24, 2019 @ 5:56pm 
Originally posted by Taerdin:
Originally posted by Cid:
3. I like hybrids because of their versatility. Some fights you will need a lot of ranged, others you won't need any. That said I use xbow/polearm hybrids. You can also make bow archer/sword duelist hybrids. Because of their high INI, they can be deadly in both roles and there will be times like when you're fighting ancient dead where you bow becomes useless. Give them bags and belts, a sword, an extra quiver, and 2 nets and they are amazing.

Just curious, on your xbow/polearm hybrids which weapon masteries would you take if any. Thank you for all the helpful information :)

I always take xbow mastery but I never take polearm mastery since it doesn't do much for you: you'll seldom if ever engage an enemy toe to toe since he'll almost always be behind your shield mercs and the AP reduction of 1 is pretty negligible unless for dedicated polearm users. I find that mostly I use the xbow so I never take polearm mastery. Usually the way I spec them is like this:
Tier 1: Fast Adaptation, Colossus, Recover, Student
Tier 2: Bullseye, Executioner
Tier 3: Anticipation
Tier 4: Crossbow Mastery
Tier 5: -
Tier 6: Headhunter, Nimble
Tier 7: Killing Frenzy
Whatever100500 Mar 24, 2019 @ 9:33pm 
I find dedicated polearms good.
First, these positions are easiest to fill - you just need high MAtk. Much easier to find suitable recruits than all-around supermen you actually want on frontline.
Next, no other build is that flexible:
- 2 Attacks + move via berserk, 1 of these attacks may be quickhand from other 2h weapon (orc 2h axe is a fun option here, for super-Fat bros).
- Attack via polearms, (if failed to trigger berserk) attack with quickhand 1h weapon (sword likely, since it's light, ok without spec and is good as finisher due to relatively high hp damage).
- Start turn with shield + Attack + get shield back from pocket (bite my shiny shield, necrosavants).
- Move 2 tiles, attack 2 tiles away (total 4 tile range attack, at which point why would one ever use thrown).
- Move 1, attack, move 1 back (3 tile attack, allowing re-use of same attack spot to pain-train multiple polearms on single target from single high-ground tile).

Core perks: http://tumult.cc/bb-calc.html?1-8&1-9&1-6&2-7&4-8&5-5&6-4&6-1&7-3 (substitute Battleforged for Nimble if low fat/high hp, 2 non-core perks)

Why I don't like Hybrids:
- Bad stat split: Matk/Ratk/Fat leaves you a total glass cannon, vulnerable to both melee and ranged.
- Perk split leaves you ineffective at either/both as well.
- Specialist polearms already have enough stuff they want in pockets to quickhand, adding crossbow requirement does not help.
- There are some fights where ranged weapons are utterly useless - any ancient undead, schrats. It's better to swap ranged units for full-melee lineup before these, than use hybrids as half-melees.
Last edited by Whatever100500; Mar 24, 2019 @ 9:33pm
turtle225 Mar 24, 2019 @ 9:52pm 
Originally posted by Cid:
Originally posted by Taerdin:

Just curious, on your xbow/polearm hybrids which weapon masteries would you take if any. Thank you for all the helpful information :)

I always take xbow mastery but I never take polearm mastery since it doesn't do much for you: you'll seldom if ever engage an enemy toe to toe since he'll almost always be behind your shield mercs and the AP reduction of 1 is pretty negligible unless for dedicated polearm users. I find that mostly I use the xbow so I never take polearm mastery. Usually the way I spec them is like this:
Tier 1: Fast Adaptation, Colossus, Recover, Student
Tier 2: Bullseye, Executioner
Tier 3: Anticipation
Tier 4: Crossbow Mastery
Tier 5: -
Tier 6: Headhunter, Nimble
Tier 7: Killing Frenzy

Please don't take this as me sounding rude, but what is the point of the Polearm on this build? I would guess the reason you mostly use the xbow is because you haven't taken anything to make using the Polearm advantageous. Might as well not even level melee skill and just focus on what the build is good at, which is using the xbow. Without Pole-spec or Quick hands you will lose a turn to switch to the Polearm which means you will never actually use it.

The easiest way to make this build more Hybrid-like would be dropping Fast Ad, Anticipation, and HH and then adding Quick Hands, Pole spec, and Berserk. QH serves multiple purposes here. It lets you shoot a bolt and swing the pole on the same turn. It allows you to get to the Pole without wasting a turn. It allows you to protect yourself with a shield when you are using the Pole giving you a large defensive boost that hybrids need badly since they have trouble leveling defense. It allows you to switch back to the xbow and shoot something that is exposed without losing a turn. QH is basically the lynchpin that makes hybrids worthwhile.

When I build hybrids I usually run a xbow/polearm/thrower hybrid taking all three masteries.
Taerdin Mar 24, 2019 @ 10:16pm 
Every time I think I have something figured out I hear a new opinion and want to change my company composition. This game is fun but I don't want to stress about if I'm building my dudes right, I just want a company composition that works so I can focus on the tactics and campaign map... :(
Admiral Obvious Mar 24, 2019 @ 10:59pm 
Originally posted by Taerdin:
Every time I think I have something figured out I hear a new opinion and want to change my company composition. This game is fun but I don't want to stress about if I'm building my dudes right, I just want a company composition that works so I can focus on the tactics and campaign map... :(
Ignore everything then.

No, seriously, try something new. You might find something that nobody else has that works.
turtle225 Mar 24, 2019 @ 11:17pm 
Originally posted by Taerdin:
Every time I think I have something figured out I hear a new opinion and want to change my company composition. This game is fun but I don't want to stress about if I'm building my dudes right, I just want a company composition that works so I can focus on the tactics and campaign map... :(

Maybe avoid hybrids for now. It is more of an advanced archetype, finding talented bros to make it work is difficult, and as Whatever100500 pointed out there are a number of problems with them.

You don't have to build your bros "right" per say because there are many ways to be successful in this game. A poorly built team will likely struggle though.

Try and get 80+ melee skill if you can and 25+ melee defense if you can. Take Nimble or Forge on every character but not both. If you took Nimble then take Colossus. If you took Forge then take Brawny. That alone can get you far in this game.
Last edited by turtle225; Mar 24, 2019 @ 11:19pm
Cerber7 Mar 25, 2019 @ 4:45am 
Ad. 2 One of my favorite weapons are 1h maces, stun ability is great. The only downside of maces is high fatigue use, so You need very high quality recruits - not only with high melee attack, but also with high fatigue ideally with good melee defense ("accidentaly" those are basic stats for most builds ;)

Ad. 3 I find polearms users as very versalite build and what`s important at the beginning don`t need super recruits. You just need man with stars in melee attack and is good if they have ranged attack, because giving them crossbow might be useful. Also trait 'huge' and 'drunkard' are nice :)
Usually I give them pathfinder, collossus, bags&belts, quickhand, polearm, nimble, berserk, frenzy, footwork, sometimes I add xbow perk.
With 2 attacks (after kill) they are devastating :) And if you have +10% from traits, 25% from frenzy they have really good damage, and You can add extra +40% damage from mushrooms - lancer is rather safe in the backline so no much damage from it.
Nimble with good health pool make this build very durable.

Grigsey Mar 25, 2019 @ 6:51am 
Originally posted by Admiral Obvious:
Originally posted by Taerdin:
Every time I think I have something figured out I hear a new opinion and want to change my company composition. This game is fun but I don't want to stress about if I'm building my dudes right, I just want a company composition that works so I can focus on the tactics and campaign map... :(
Ignore everything then.

No, seriously, try something new. You might find something that nobody else has that works.

Yeah, there are so many viable combos in Battle Bros, it's largely what makes the game super fun to come back to. Think of a concept and go for it. Pay attention to what bones you and what crushes things, and formulate strats and builds to your liking based on that.

Example: Team Fearsome (everyone has fearsom + Direwolf armor mod) is it optimal? Noooooo
Is it super fun to me? Yeaaaaah. Does it nerf you vs. undead? Yuuuup. Makes greenskins/nobles/raiders/gobbos morale crumble fast tho. Which makes them easier to hit and you can set off some impressive chain reactions of morale failure. If I listened to everyone and just did the cookie cutter, I wouldn't have had that super fun company.

Do whatever :) Focus on tactics (how to utilize different terrain types is big) and with the right tactics you can get away with a lot of suboptimal stuff.
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Date Posted: Mar 24, 2019 @ 7:42am
Posts: 34