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 think Berserk is essential, because you get to attack twice with a kill - or get in position to immediately swing the next turn instead of moving. In my experience, Killing Frenzy is indeed not essential. You can make up the damage difference with unique weapons alone, for instance. Pathfinder is necessary perhaps not for all but for most of your characters. I have it on all except on 2H damage dealers. But they have Adrenaline, which can serve as a Pathfinder replacement in some circumstances, as it too can give you extra movement. I found Recovery totally unnecessary on ranged units and of marginal value on all other units except Sergeants. But keep in mind that I play really long games where my characters all ultimately achieve 20-plus levels; I also rigorously weed out my recruits to limit the keepers to absolutely top recruits. So they mostly have a huge starting Fatigue pool and/or Strong/Iron Lungs to begin with.
Edit: I saw your edit. No, you do not need Eagle Eye archers, but this depends on whether you go down the Nimble path or not. But if you go the Nimble path, you would be advised to take only archer recruits with the Strong Trait.
Once again, circumstances is king. More specifically, it critically depends on whether you plan on longer games or not. In my case I always play 500-plus day games if I can help it; in that context, you will almost always obtain enough 2H uniques to go around (I had 2 each of 2H swords and 2H hammers by 150 days or so). But if you want to retire after the first crisis, then you may need Killing Frenzy.
Also, how many archers vs crossbowmen do you need late game?
on other hand: you can pick killing frenzy, lead ork warboss into goblins camp and like...i dont know.
bath in their blood?
Yes, once again, context is king. If you want to do the Black Monolith or the Goblin City, you can forget about it without Pathfinder - if they are located in bad terrain. But if you are one of those one-Crisis-and-I-am-done people, then you do not need Pathfinder.
I use 2 archers and 1 crossbows (crossbows are always triple hybrids - crossbowmen/pikemen/off-Sergeants) or 2 archers only.
The way I see it is: There are some encounters that cannot be done without Pathfinder. In contrast, there is no encounter that cannot be done without Killing Frenzy.
It's not a tactic that always works. What he is describing is a tactic where you let a group of enemies chase you, and then you lead them into a different group of enemies. This tactic is generally used when you cannot take on a particular group of enemies alone (frequently used when attempting to take the Black Monolith or the Goblin City). You then hope that the two group of enemies will primarily beat on each other - rather than you - and that you subsequently can "clean up" the remainder. But there are many variables that make this tactic not always workable.
Goes super well with high initiative and dodge, too!