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By "lancers" you mean pure reach weapon guys?
Spearmen use is a habit from fighting a sea of Orcs. In some fights there are just too many of them to kill quickly, so I wanted them to run into my spearwalls and in so doing either die or at least be delayed.
I would have 3 tanks, and not have any men who are considered "spearman" but my tanks might carry a spear. tank on each flank and one in middle.
4 total bros between frontline 2h and duelist.. some of these bros might have a similar build to the polearm+cleaver I mentioned for back line, minus rotate.
I would not shy away from experimenting with a handgonner. that can come at the cost of an archer/thrower I guess.
Billhoks and qh for nets or even a 2h cleaver for billhok into cleaver chop. I usually buold them nimble and raise their mdf so they can take a few hits if needed (and they usually have to in late game).
You can use tanks to keep orcs busy, give em 2 more shields in your bag, good tabk should hold for long enough. Spearman and tanks kinda have the same idea imo which is to keep thing busy, in regular team u may have em if u like em (i dont personally) but u just cant in 12 menz.
Hmm, I never considered having reach weapon guys as a back-up front-liners, but that sounds like a useful idea indeed! But 3 weapons? So he'd need Bags, too, and that's quite a lot of Perks.
The reason for me to take specifically spear specialist tanks was that the spear Perk gives you extra oomph with Spearwall usage. I am not sure if regular Spearwall is worth using without the Perk.
Hmm, looks like reach weapon plus 2H cleaver hybrid is a new thing while I was gone. I guess I should experiment with this as well!
no, doesn't need bags, 1 active weapon plus two normal bag slots = 3 weapons.
What's your 12 there, may I ask?
And yeah, everyone has to be reasonably versatile. So I was leveling up Melee Attack slightly even on the archers for the Kraken fight - something like up to 65?
Ah, ok. But then that's a lot of accumulated Fatigue; and I also like 2 slots open for bandage and antidotes.
Yeah...but ur Turtle. Its like taking advice from Mike Tyson who’d say sometimes he goof off on his punches ;)
Well its just easy math with 5ap lance into 4ap hit, it could be anything else that uses 4ap, 2h cleaver just happen to have the most dmg. Mind you it tskes alot of fat to run through the whole fight. Frankly though i find lancers better with just lance and a couple of nets for high def enemies.
You give me too much credit. I have a lot of game knowledge, but I make plenty of mistakes same as anyone. I've long since stopped caring so much about min-maxing though, because I don't think it is necessary.
I have a Lone Wolf on the left, 5 frontliners on the right - Shielded Mace, Duelist Qatal, Duelist Hybrid, 2Hander, Duelist Spear. 6 Backliners - Billhook/Cleaver, Handgonne/Banner, Warbow/Billhook, Polemace, Swordlance/Polehammer, Xbow/Billhook.
Everyone has Fearsome because I wanted to try it out.
If you want to fight Kraken you really want as high skill as you can get to break free, and probably Recover on everyone. I have no desire to fight the Kraken nor do I like Recover so I simply don't fight him.
What i did run in my old min max campaign was this:
4 zweihänders
2 tanks
1 sergeant
1 duellist
4 crossbow/polearms
Ah, so QH is a must then.
So as I predicted, 2Hs are quickly being phased out of the game :(
How is the Fearsome - now that you've tested the new version? I've stuck it on one archer and a 1H tank; and I see no appreciable difference. But then a whole team may be different!
What's the minimum Melee Attack I want on ranged units for the Kraken?
Huh? Wouldn't min-maxing be important on iroman, precisely because you cannot re-load?
Anyways, were the tanks or the 2Hs on the flank? I still don't know what's the best composition for the flank protection duty.
Lone Wolf cannot train Squires, whereas normal Hedge Knights can. So I suspect the same thing applies across the board.